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reworked animcache code to store information in ent->animcache_vertex3f
[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 qboolean r_loadnormalmap;
34 qboolean r_loadgloss;
35 qboolean r_loadfog;
36
37 //
38 // screen size info
39 //
40 r_refdef_t r_refdef;
41
42 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
43 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
44 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
45 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
46 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)"};
47 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
48 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
49 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
50
51 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
52 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"};
53 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
54 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)"};
55 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
56
57 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"};
58 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
59 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
60 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
61 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
62 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
63 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)"};
64 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
65 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
66 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"};
67 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"};
68 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
69 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"};
70 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"};
71 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"};
72 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
73 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
74 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
75 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
76 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)"};
77 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)"};
78 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
79 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
80 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
81 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
82 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
83 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
84 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
85 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."};
86 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
87 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
88 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
89 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."};
90 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
91 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
92 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"};
93 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"};
94 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
95 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
96 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
97 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
98
99 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
100 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
101 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
102 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
103 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
104 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
105 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
106 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
107
108 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
109 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
110 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
111
112 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)"};
113 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
114 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
115 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
116 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
117 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)"};
118 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)"};
119 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)"};
120 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)"};
121
122 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)"};
123 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
124 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"};
125 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
126 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
127
128 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
129 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
130 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
131 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
132
133 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
134 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
135 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
136 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
137 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
138 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
139 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
140
141 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
142 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
143 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
144 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)"};
145
146 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"};
147
148 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"};
149
150 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
151
152 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
153 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
154 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"};
155 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
156 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
157 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
158 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
159
160 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
161
162 extern cvar_t v_glslgamma;
163
164 extern qboolean v_flipped_state;
165
166 static struct r_bloomstate_s
167 {
168         qboolean enabled;
169         qboolean hdr;
170
171         int bloomwidth, bloomheight;
172
173         int screentexturewidth, screentextureheight;
174         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
175
176         int bloomtexturewidth, bloomtextureheight;
177         rtexture_t *texture_bloom;
178
179         // arrays for rendering the screen passes
180         float screentexcoord2f[8];
181         float bloomtexcoord2f[8];
182         float offsettexcoord2f[8];
183
184         r_viewport_t viewport;
185 }
186 r_bloomstate;
187
188 r_waterstate_t r_waterstate;
189
190 /// shadow volume bsp struct with automatically growing nodes buffer
191 svbsp_t r_svbsp;
192
193 rtexture_t *r_texture_blanknormalmap;
194 rtexture_t *r_texture_white;
195 rtexture_t *r_texture_grey128;
196 rtexture_t *r_texture_black;
197 rtexture_t *r_texture_notexture;
198 rtexture_t *r_texture_whitecube;
199 rtexture_t *r_texture_normalizationcube;
200 rtexture_t *r_texture_fogattenuation;
201 rtexture_t *r_texture_gammaramps;
202 unsigned int r_texture_gammaramps_serial;
203 //rtexture_t *r_texture_fogintensity;
204
205 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
206 unsigned int r_numqueries;
207 unsigned int r_maxqueries;
208
209 typedef struct r_qwskincache_s
210 {
211         char name[MAX_QPATH];
212         skinframe_t *skinframe;
213 }
214 r_qwskincache_t;
215
216 static r_qwskincache_t *r_qwskincache;
217 static int r_qwskincache_size;
218
219 /// vertex coordinates for a quad that covers the screen exactly
220 const float r_screenvertex3f[12] =
221 {
222         0, 0, 0,
223         1, 0, 0,
224         1, 1, 0,
225         0, 1, 0
226 };
227
228 extern void R_DrawModelShadows(void);
229
230 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
231 {
232         int i;
233         for (i = 0;i < verts;i++)
234         {
235                 out[0] = in[0] * r;
236                 out[1] = in[1] * g;
237                 out[2] = in[2] * b;
238                 out[3] = in[3];
239                 in += 4;
240                 out += 4;
241         }
242 }
243
244 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
245 {
246         int i;
247         for (i = 0;i < verts;i++)
248         {
249                 out[0] = r;
250                 out[1] = g;
251                 out[2] = b;
252                 out[3] = a;
253                 out += 4;
254         }
255 }
256
257 // FIXME: move this to client?
258 void FOG_clear(void)
259 {
260         if (gamemode == GAME_NEHAHRA)
261         {
262                 Cvar_Set("gl_fogenable", "0");
263                 Cvar_Set("gl_fogdensity", "0.2");
264                 Cvar_Set("gl_fogred", "0.3");
265                 Cvar_Set("gl_foggreen", "0.3");
266                 Cvar_Set("gl_fogblue", "0.3");
267         }
268         r_refdef.fog_density = 0;
269         r_refdef.fog_red = 0;
270         r_refdef.fog_green = 0;
271         r_refdef.fog_blue = 0;
272         r_refdef.fog_alpha = 1;
273         r_refdef.fog_start = 0;
274         r_refdef.fog_end = 16384;
275         r_refdef.fog_height = 1<<30;
276         r_refdef.fog_fadedepth = 128;
277 }
278
279 static void R_BuildBlankTextures(void)
280 {
281         unsigned char data[4];
282         data[2] = 128; // normal X
283         data[1] = 128; // normal Y
284         data[0] = 255; // normal Z
285         data[3] = 128; // height
286         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287         data[0] = 255;
288         data[1] = 255;
289         data[2] = 255;
290         data[3] = 255;
291         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292         data[0] = 128;
293         data[1] = 128;
294         data[2] = 128;
295         data[3] = 255;
296         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297         data[0] = 0;
298         data[1] = 0;
299         data[2] = 0;
300         data[3] = 255;
301         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
302 }
303
304 static void R_BuildNoTexture(void)
305 {
306         int x, y;
307         unsigned char pix[16][16][4];
308         // this makes a light grey/dark grey checkerboard texture
309         for (y = 0;y < 16;y++)
310         {
311                 for (x = 0;x < 16;x++)
312                 {
313                         if ((y < 8) ^ (x < 8))
314                         {
315                                 pix[y][x][0] = 128;
316                                 pix[y][x][1] = 128;
317                                 pix[y][x][2] = 128;
318                                 pix[y][x][3] = 255;
319                         }
320                         else
321                         {
322                                 pix[y][x][0] = 64;
323                                 pix[y][x][1] = 64;
324                                 pix[y][x][2] = 64;
325                                 pix[y][x][3] = 255;
326                         }
327                 }
328         }
329         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
330 }
331
332 static void R_BuildWhiteCube(void)
333 {
334         unsigned char data[6*1*1*4];
335         memset(data, 255, sizeof(data));
336         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
337 }
338
339 static void R_BuildNormalizationCube(void)
340 {
341         int x, y, side;
342         vec3_t v;
343         vec_t s, t, intensity;
344 #define NORMSIZE 64
345         unsigned char data[6][NORMSIZE][NORMSIZE][4];
346         for (side = 0;side < 6;side++)
347         {
348                 for (y = 0;y < NORMSIZE;y++)
349                 {
350                         for (x = 0;x < NORMSIZE;x++)
351                         {
352                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
353                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
354                                 switch(side)
355                                 {
356                                 default:
357                                 case 0:
358                                         v[0] = 1;
359                                         v[1] = -t;
360                                         v[2] = -s;
361                                         break;
362                                 case 1:
363                                         v[0] = -1;
364                                         v[1] = -t;
365                                         v[2] = s;
366                                         break;
367                                 case 2:
368                                         v[0] = s;
369                                         v[1] = 1;
370                                         v[2] = t;
371                                         break;
372                                 case 3:
373                                         v[0] = s;
374                                         v[1] = -1;
375                                         v[2] = -t;
376                                         break;
377                                 case 4:
378                                         v[0] = s;
379                                         v[1] = -t;
380                                         v[2] = 1;
381                                         break;
382                                 case 5:
383                                         v[0] = -s;
384                                         v[1] = -t;
385                                         v[2] = -1;
386                                         break;
387                                 }
388                                 intensity = 127.0f / sqrt(DotProduct(v, v));
389                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
390                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
391                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
392                                 data[side][y][x][3] = 255;
393                         }
394                 }
395         }
396         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
397 }
398
399 static void R_BuildFogTexture(void)
400 {
401         int x, b;
402 #define FOGWIDTH 256
403         unsigned char data1[FOGWIDTH][4];
404         //unsigned char data2[FOGWIDTH][4];
405         double d, r, alpha;
406
407         r_refdef.fogmasktable_start = r_refdef.fog_start;
408         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
409         r_refdef.fogmasktable_range = r_refdef.fogrange;
410         r_refdef.fogmasktable_density = r_refdef.fog_density;
411
412         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
413         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
414         {
415                 d = (x * r - r_refdef.fogmasktable_start);
416                 if(developer.integer >= 100)
417                         Con_Printf("%f ", d);
418                 d = max(0, d);
419                 if (r_fog_exp2.integer)
420                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
421                 else
422                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
423                 if(developer.integer >= 100)
424                         Con_Printf(" : %f ", alpha);
425                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
426                 if(developer.integer >= 100)
427                         Con_Printf(" = %f\n", alpha);
428                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
429         }
430
431         for (x = 0;x < FOGWIDTH;x++)
432         {
433                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
434                 data1[x][0] = b;
435                 data1[x][1] = b;
436                 data1[x][2] = b;
437                 data1[x][3] = 255;
438                 //data2[x][0] = 255 - b;
439                 //data2[x][1] = 255 - b;
440                 //data2[x][2] = 255 - b;
441                 //data2[x][3] = 255;
442         }
443         if (r_texture_fogattenuation)
444         {
445                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
446                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
447         }
448         else
449         {
450                 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);
451                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
452         }
453 }
454
455 static const char *builtinshaderstring =
456 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
457 "// written by Forest 'LordHavoc' Hale\n"
458 "\n"
459 "// enable various extensions depending on permutation:\n"
460 "\n"
461 "#ifdef USESHADOWMAPRECT\n"
462 "# extension GL_ARB_texture_rectangle : enable\n"
463 "#endif\n"
464 "\n"
465 "#ifdef USESHADOWMAP2D\n"
466 "# ifdef GL_EXT_gpu_shader4\n"
467 "#   extension GL_EXT_gpu_shader4 : enable\n"
468 "# endif\n"
469 "# ifdef GL_ARB_texture_gather\n"
470 "#   extension GL_ARB_texture_gather : enable\n"
471 "# else\n"
472 "#   ifdef GL_AMD_texture_texture4\n"
473 "#     extension GL_AMD_texture_texture4 : enable\n"
474 "#   endif\n"
475 "# endif\n"
476 "#endif\n"
477 "\n"
478 "#ifdef USESHADOWMAPCUBE\n"
479 "# extension GL_EXT_gpu_shader4 : enable\n"
480 "#endif\n"
481 "\n"
482 "#ifdef USESHADOWSAMPLER\n"
483 "# extension GL_ARB_shadow : enable\n"
484 "#endif\n"
485 "\n"
486 "// common definitions between vertex shader and fragment shader:\n"
487 "\n"
488 "//#ifdef __GLSL_CG_DATA_TYPES\n"
489 "//# define myhalf half\n"
490 "//# define myhalf2 half2\n"
491 "//# define myhalf3half3\n"
492 "//# define myhalf4 half4\n"
493 "//#else\n"
494 "# define myhalf float\n"
495 "# define myhalf2 vec2\n"
496 "# define myhalf3 vec3\n"
497 "# define myhalf4 vec4\n"
498 "//#endif\n"
499 "\n"
500 "#ifdef USEFOGINSIDE\n"
501 "# define USEFOG\n"
502 "#else\n"
503 "# ifdef USEFOGOUTSIDE\n"
504 "#  define USEFOG\n"
505 "# endif\n"
506 "#endif\n"
507 "\n"
508 "#ifdef MODE_DEPTH_OR_SHADOW\n"
509 "\n"
510 "# ifdef VERTEX_SHADER\n"
511 "void main(void)\n"
512 "{\n"
513 "       gl_Position = ftransform();\n"
514 "}\n"
515 "# endif\n"
516 "\n"
517 "#else\n"
518 "#ifdef MODE_SHOWDEPTH\n"
519 "# ifdef VERTEX_SHADER\n"
520 "void main(void)\n"
521 "{\n"
522 "       gl_Position = ftransform();\n"
523 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
524 "}\n"
525 "# endif\n"
526 "# ifdef FRAGMENT_SHADER\n"
527 "void main(void)\n"
528 "{\n"
529 "       gl_FragColor = gl_Color;\n"
530 "}\n"
531 "# endif\n"
532 "\n"
533 "#else // !MODE_SHOWDEPTH\n"
534 "\n"
535 "#ifdef MODE_POSTPROCESS\n"
536 "# ifdef VERTEX_SHADER\n"
537 "void main(void)\n"
538 "{\n"
539 "       gl_FrontColor = gl_Color;\n"
540 "       gl_Position = ftransform();\n"
541 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
542 "#ifdef USEBLOOM\n"
543 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
544 "#endif\n"
545 "}\n"
546 "# endif\n"
547 "# ifdef FRAGMENT_SHADER\n"
548 "\n"
549 "uniform sampler2D Texture_First;\n"
550 "#ifdef USEBLOOM\n"
551 "uniform sampler2D Texture_Second;\n"
552 "#endif\n"
553 "#ifdef USEGAMMARAMPS\n"
554 "uniform sampler2D Texture_GammaRamps;\n"
555 "#endif\n"
556 "#ifdef USESATURATION\n"
557 "uniform float Saturation;\n"
558 "#endif\n"
559 "#ifdef USEVIEWTINT\n"
560 "uniform vec4 TintColor;\n"
561 "#endif\n"
562 "//uncomment these if you want to use them:\n"
563 "uniform vec4 UserVec1;\n"
564 "// uniform vec4 UserVec2;\n"
565 "// uniform vec4 UserVec3;\n"
566 "// uniform vec4 UserVec4;\n"
567 "// uniform float ClientTime;\n"
568 "uniform vec2 PixelSize;\n"
569 "void main(void)\n"
570 "{\n"
571 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
572 "#ifdef USEBLOOM\n"
573 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
574 "#endif\n"
575 "#ifdef USEVIEWTINT\n"
576 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
577 "#endif\n"
578 "\n"
579 "#ifdef USEPOSTPROCESSING\n"
580 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
581 "// 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"
582 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
583 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
584 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
585 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
586 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
587 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
588 "#endif\n"
589 "\n"
590 "#ifdef USESATURATION\n"
591 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
592 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
593 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
594 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
595 "#endif\n"
596 "\n"
597 "#ifdef USEGAMMARAMPS\n"
598 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
599 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
600 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
601 "#endif\n"
602 "}\n"
603 "# endif\n"
604 "\n"
605 "\n"
606 "#else\n"
607 "#ifdef MODE_GENERIC\n"
608 "# ifdef VERTEX_SHADER\n"
609 "void main(void)\n"
610 "{\n"
611 "       gl_FrontColor = gl_Color;\n"
612 "#  ifdef USEDIFFUSE\n"
613 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
614 "#  endif\n"
615 "#  ifdef USESPECULAR\n"
616 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
617 "#  endif\n"
618 "       gl_Position = ftransform();\n"
619 "}\n"
620 "# endif\n"
621 "# ifdef FRAGMENT_SHADER\n"
622 "\n"
623 "#  ifdef USEDIFFUSE\n"
624 "uniform sampler2D Texture_First;\n"
625 "#  endif\n"
626 "#  ifdef USESPECULAR\n"
627 "uniform sampler2D Texture_Second;\n"
628 "#  endif\n"
629 "\n"
630 "void main(void)\n"
631 "{\n"
632 "       gl_FragColor = gl_Color;\n"
633 "#  ifdef USEDIFFUSE\n"
634 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
635 "#  endif\n"
636 "\n"
637 "#  ifdef USESPECULAR\n"
638 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
639 "#  endif\n"
640 "#  ifdef USECOLORMAPPING\n"
641 "       gl_FragColor *= tex2;\n"
642 "#  endif\n"
643 "#  ifdef USEGLOW\n"
644 "       gl_FragColor += tex2;\n"
645 "#  endif\n"
646 "#  ifdef USEVERTEXTEXTUREBLEND\n"
647 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
648 "#  endif\n"
649 "}\n"
650 "# endif\n"
651 "\n"
652 "#else // !MODE_GENERIC\n"
653 "#ifdef MODE_BLOOMBLUR\n"
654 "# ifdef VERTEX_SHADER\n"
655 "void main(void)\n"
656 "{\n"
657 "       gl_FrontColor = gl_Color;\n"
658 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
659 "       gl_Position = ftransform();\n"
660 "}\n"
661 "# endif\n"
662 "# ifdef FRAGMENT_SHADER\n"
663 "\n"
664 "uniform sampler2D Texture_First;\n"
665 "uniform vec4 BloomBlur_Parameters;\n"
666 "\n"
667 "void main(void)\n"
668 "{\n"
669 "       int i;\n"
670 "       vec2 tc = gl_TexCoord[0].xy;\n"
671 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
672 "       tc += BloomBlur_Parameters.xy;\n"
673 "       for (i = 1;i < SAMPLES;i++)\n"
674 "       {\n"
675 "               color += texture2D(Texture_First, tc).rgb;\n"
676 "               tc += BloomBlur_Parameters.xy;\n"
677 "       }\n"
678 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
679 "}\n"
680 "# endif\n"
681 "\n"
682 "#else // !MODE_BLOOMBLUR\n"
683 "\n"
684 "varying vec2 TexCoord;\n"
685 "#ifdef USEVERTEXTEXTUREBLEND\n"
686 "varying vec2 TexCoord2;\n"
687 "#endif\n"
688 "varying vec2 TexCoordLightmap;\n"
689 "\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 CubeVector;\n"
692 "#endif\n"
693 "\n"
694 "#ifdef MODE_LIGHTSOURCE\n"
695 "varying vec3 LightVector;\n"
696 "#endif\n"
697 "#ifdef MODE_LIGHTDIRECTION\n"
698 "varying vec3 LightVector;\n"
699 "#endif\n"
700 "\n"
701 "varying vec3 EyeVector;\n"
702 "#ifdef USEFOG\n"
703 "varying vec3 EyeVectorModelSpace;\n"
704 "varying float FogPlaneVertexDist;\n"
705 "#endif\n"
706 "\n"
707 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
708 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
709 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
710 "\n"
711 "#ifdef MODE_WATER\n"
712 "varying vec4 ModelViewProjectionPosition;\n"
713 "#endif\n"
714 "#ifdef MODE_REFRACTION\n"
715 "varying vec4 ModelViewProjectionPosition;\n"
716 "#endif\n"
717 "#ifdef USEREFLECTION\n"
718 "varying vec4 ModelViewProjectionPosition;\n"
719 "#endif\n"
720 "\n"
721 "\n"
722 "\n"
723 "\n"
724 "\n"
725 "// vertex shader specific:\n"
726 "#ifdef VERTEX_SHADER\n"
727 "\n"
728 "uniform vec3 LightPosition;\n"
729 "uniform vec3 EyePosition;\n"
730 "uniform vec3 LightDir;\n"
731 "uniform vec4 FogPlane;\n"
732 "\n"
733 "// 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"
734 "\n"
735 "void main(void)\n"
736 "{\n"
737 "       gl_FrontColor = gl_Color;\n"
738 "       // copy the surface texcoord\n"
739 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
740 "#ifdef USEVERTEXTEXTUREBLEND\n"
741 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
742 "#endif\n"
743 "#ifndef MODE_LIGHTSOURCE\n"
744 "# ifndef MODE_LIGHTDIRECTION\n"
745 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
746 "# endif\n"
747 "#endif\n"
748 "\n"
749 "#ifdef MODE_LIGHTSOURCE\n"
750 "       // transform vertex position into light attenuation/cubemap space\n"
751 "       // (-1 to +1 across the light box)\n"
752 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
753 "\n"
754 "       // transform unnormalized light direction into tangent space\n"
755 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
756 "       //  normalize it per pixel)\n"
757 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
758 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
759 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
760 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
761 "#endif\n"
762 "\n"
763 "#ifdef MODE_LIGHTDIRECTION\n"
764 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
765 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
766 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
767 "#endif\n"
768 "\n"
769 "       // transform unnormalized eye direction into tangent space\n"
770 "#ifndef USEFOG\n"
771 "       vec3 EyeVectorModelSpace;\n"
772 "#endif\n"
773 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
774 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
775 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
776 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
777 "\n"
778 "#ifdef USEFOG\n"
779 "       FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
780 "#endif\n"
781 "\n"
782 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
783 "       VectorS = gl_MultiTexCoord1.xyz;\n"
784 "       VectorT = gl_MultiTexCoord2.xyz;\n"
785 "       VectorR = gl_MultiTexCoord3.xyz;\n"
786 "#endif\n"
787 "\n"
788 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
789 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
790 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
791 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
792 "//#endif\n"
793 "\n"
794 "// transform vertex to camera space, using ftransform to match non-VS\n"
795 "       // rendering\n"
796 "       gl_Position = ftransform();\n"
797 "\n"
798 "#ifdef MODE_WATER\n"
799 "       ModelViewProjectionPosition = gl_Position;\n"
800 "#endif\n"
801 "#ifdef MODE_REFRACTION\n"
802 "       ModelViewProjectionPosition = gl_Position;\n"
803 "#endif\n"
804 "#ifdef USEREFLECTION\n"
805 "       ModelViewProjectionPosition = gl_Position;\n"
806 "#endif\n"
807 "}\n"
808 "\n"
809 "#endif // VERTEX_SHADER\n"
810 "\n"
811 "\n"
812 "\n"
813 "\n"
814 "// fragment shader specific:\n"
815 "#ifdef FRAGMENT_SHADER\n"
816 "\n"
817 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
818 "uniform sampler2D Texture_Normal;\n"
819 "uniform sampler2D Texture_Color;\n"
820 "uniform sampler2D Texture_Gloss;\n"
821 "uniform sampler2D Texture_Glow;\n"
822 "uniform sampler2D Texture_SecondaryNormal;\n"
823 "uniform sampler2D Texture_SecondaryColor;\n"
824 "uniform sampler2D Texture_SecondaryGloss;\n"
825 "uniform sampler2D Texture_SecondaryGlow;\n"
826 "uniform sampler2D Texture_Pants;\n"
827 "uniform sampler2D Texture_Shirt;\n"
828 "uniform sampler2D Texture_FogMask;\n"
829 "uniform sampler2D Texture_Lightmap;\n"
830 "uniform sampler2D Texture_Deluxemap;\n"
831 "uniform sampler2D Texture_Refraction;\n"
832 "uniform sampler2D Texture_Reflection;\n"
833 "uniform sampler2D Texture_Attenuation;\n"
834 "uniform samplerCube Texture_Cube;\n"
835 "\n"
836 "#define showshadowmap 0\n"
837 "\n"
838 "#ifdef USESHADOWMAPRECT\n"
839 "# ifdef USESHADOWSAMPLER\n"
840 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
841 "# else\n"
842 "uniform sampler2DRect Texture_ShadowMapRect;\n"
843 "# endif\n"
844 "#endif\n"
845 "\n"
846 "#ifdef USESHADOWMAP2D\n"
847 "# ifdef USESHADOWSAMPLER\n"
848 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
849 "# else\n"
850 "uniform sampler2D Texture_ShadowMap2D;\n"
851 "# endif\n"
852 "#endif\n"
853 "\n"
854 "#ifdef USESHADOWMAPVSDCT\n"
855 "uniform samplerCube Texture_CubeProjection;\n"
856 "#endif\n"
857 "\n"
858 "#ifdef USESHADOWMAPCUBE\n"
859 "# ifdef USESHADOWSAMPLER\n"
860 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
861 "# else\n"
862 "uniform samplerCube Texture_ShadowMapCube;\n"
863 "# endif\n"
864 "#endif\n"
865 "\n"
866 "uniform myhalf3 LightColor;\n"
867 "uniform myhalf3 AmbientColor;\n"
868 "uniform myhalf3 DiffuseColor;\n"
869 "uniform myhalf3 SpecularColor;\n"
870 "uniform myhalf3 Color_Pants;\n"
871 "uniform myhalf3 Color_Shirt;\n"
872 "uniform myhalf3 FogColor;\n"
873 "\n"
874 "uniform myhalf4 TintColor;\n"
875 "\n"
876 "\n"
877 "//#ifdef MODE_WATER\n"
878 "uniform vec4 DistortScaleRefractReflect;\n"
879 "uniform vec4 ScreenScaleRefractReflect;\n"
880 "uniform vec4 ScreenCenterRefractReflect;\n"
881 "uniform myhalf4 RefractColor;\n"
882 "uniform myhalf4 ReflectColor;\n"
883 "uniform myhalf ReflectFactor;\n"
884 "uniform myhalf ReflectOffset;\n"
885 "//#else\n"
886 "//# ifdef MODE_REFRACTION\n"
887 "//uniform vec4 DistortScaleRefractReflect;\n"
888 "//uniform vec4 ScreenScaleRefractReflect;\n"
889 "//uniform vec4 ScreenCenterRefractReflect;\n"
890 "//uniform myhalf4 RefractColor;\n"
891 "//#  ifdef USEREFLECTION\n"
892 "//uniform myhalf4 ReflectColor;\n"
893 "//#  endif\n"
894 "//# else\n"
895 "//#  ifdef USEREFLECTION\n"
896 "//uniform vec4 DistortScaleRefractReflect;\n"
897 "//uniform vec4 ScreenScaleRefractReflect;\n"
898 "//uniform vec4 ScreenCenterRefractReflect;\n"
899 "//uniform myhalf4 ReflectColor;\n"
900 "//#  endif\n"
901 "//# endif\n"
902 "//#endif\n"
903 "\n"
904 "uniform myhalf3 GlowColor;\n"
905 "uniform myhalf SceneBrightness;\n"
906 "\n"
907 "uniform float OffsetMapping_Scale;\n"
908 "uniform float OffsetMapping_Bias;\n"
909 "uniform float FogRangeRecip;\n"
910 "uniform float FogPlaneViewDist;\n"
911 "uniform float FogHeightFade;\n"
912 "\n"
913 "uniform myhalf AmbientScale;\n"
914 "uniform myhalf DiffuseScale;\n"
915 "uniform myhalf SpecularScale;\n"
916 "uniform myhalf SpecularPower;\n"
917 "\n"
918 "#ifdef USEOFFSETMAPPING\n"
919 "vec2 OffsetMapping(vec2 TexCoord)\n"
920 "{\n"
921 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
922 "       // 14 sample relief mapping: linear search and then binary search\n"
923 "       // this basically steps forward a small amount repeatedly until it finds\n"
924 "       // itself inside solid, then jitters forward and back using decreasing\n"
925 "       // amounts to find the impact\n"
926 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
927 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
928 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
929 "       vec3 RT = vec3(TexCoord, 1);\n"
930 "       OffsetVector *= 0.1;\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);\n"
937 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
938 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
939 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
940 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
941 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
942 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
943 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
944 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
945 "       return RT.xy;\n"
946 "#else\n"
947 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
948 "       // this basically moves forward the full distance, and then backs up based\n"
949 "       // on height of samples\n"
950 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
951 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
952 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
953 "       TexCoord += OffsetVector;\n"
954 "       OffsetVector *= 0.333;\n"
955 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
956 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
957 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
958 "       return TexCoord;\n"
959 "#endif\n"
960 "}\n"
961 "#endif // USEOFFSETMAPPING\n"
962 "\n"
963 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
964 "uniform vec2 ShadowMap_TextureScale;\n"
965 "uniform vec4 ShadowMap_Parameters;\n"
966 "#endif\n"
967 "\n"
968 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
969 "vec3 GetShadowMapTC2D(vec3 dir)\n"
970 "{\n"
971 "       vec3 adir = abs(dir);\n"
972 "# ifndef USESHADOWMAPVSDCT\n"
973 "       vec2 tc;\n"
974 "       vec2 offset;\n"
975 "       float ma;\n"
976 "       if (adir.x > adir.y)\n"
977 "       {\n"
978 "               if (adir.x > adir.z) // X\n"
979 "               {\n"
980 "                       ma = adir.x;\n"
981 "                       tc = dir.zy;\n"
982 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
983 "               }\n"
984 "               else // Z\n"
985 "               {\n"
986 "                       ma = adir.z;\n"
987 "                       tc = dir.xy;\n"
988 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
989 "               }\n"
990 "       }\n"
991 "       else\n"
992 "       {\n"
993 "               if (adir.y > adir.z) // Y\n"
994 "               {\n"
995 "                       ma = adir.y;\n"
996 "                       tc = dir.xz;\n"
997 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
998 "               }\n"
999 "               else // Z\n"
1000 "               {\n"
1001 "                       ma = adir.z;\n"
1002 "                       tc = dir.xy;\n"
1003 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1004 "               }\n"
1005 "       }\n"
1006 "\n"
1007 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1008 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1009 "       stc.z += ShadowMap_Parameters.z;\n"
1010 "#  if showshadowmap\n"
1011 "       stc.xy *= ShadowMap_TextureScale;\n"
1012 "#  endif\n"
1013 "       return stc;\n"
1014 "# else\n"
1015 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1016 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1017 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1018 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1019 "       stc.z += ShadowMap_Parameters.z;\n"
1020 "#  if showshadowmap\n"
1021 "       stc.xy *= ShadowMap_TextureScale;\n"
1022 "#  endif\n"
1023 "       return stc;\n"
1024 "# endif\n"
1025 "}\n"
1026 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1027 "\n"
1028 "#ifdef USESHADOWMAPCUBE\n"
1029 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1030 "{\n"
1031 "    vec3 adir = abs(dir);\n"
1032 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1033 "}\n"
1034 "#endif\n"
1035 "\n"
1036 "#if !showshadowmap\n"
1037 "# ifdef USESHADOWMAPRECT\n"
1038 "float ShadowMapCompare(vec3 dir)\n"
1039 "{\n"
1040 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1041 "       float f;\n"
1042 "#  ifdef USESHADOWSAMPLER\n"
1043 "\n"
1044 "#    ifdef USESHADOWMAPPCF\n"
1045 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1046 "    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"
1047 "#    else\n"
1048 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1049 "#    endif\n"
1050 "\n"
1051 "#  else\n"
1052 "\n"
1053 "#    ifdef USESHADOWMAPPCF\n"
1054 "#      if USESHADOWMAPPCF > 1\n"
1055 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1056 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1057 "    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"
1058 "    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"
1059 "    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"
1060 "    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"
1061 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1062 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1063 "#      else\n"
1064 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1065 "    vec2 offset = fract(shadowmaptc.xy);\n"
1066 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1067 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1068 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1069 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1070 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1071 "#      endif\n"
1072 "#    else\n"
1073 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1074 "#    endif\n"
1075 "\n"
1076 "#  endif\n"
1077 "       return f;\n"
1078 "}\n"
1079 "# endif\n"
1080 "\n"
1081 "# ifdef USESHADOWMAP2D\n"
1082 "float ShadowMapCompare(vec3 dir)\n"
1083 "{\n"
1084 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1085 "    float f;\n"
1086 "\n"
1087 "#  ifdef USESHADOWSAMPLER\n"
1088 "#    ifdef USESHADOWMAPPCF\n"
1089 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1090 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1091 "    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"
1092 "#    else\n"
1093 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1094 "#    endif\n"
1095 "#  else\n"
1096 "#    ifdef USESHADOWMAPPCF\n"
1097 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1098 "#      ifdef GL_ARB_texture_gather\n"
1099 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1100 "#      else\n"
1101 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1102 "#      endif\n"
1103 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1104 "    center *= ShadowMap_TextureScale;\n"
1105 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1106 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1107 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1108 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1109 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1110 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1111 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1112 "#     else\n"
1113 "#      ifdef GL_EXT_gpu_shader4\n"
1114 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1115 "#      else\n"
1116 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1117 "#      endif\n"
1118 "#      if USESHADOWMAPPCF > 1\n"
1119 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1120 "    center *= ShadowMap_TextureScale;\n"
1121 "    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"
1122 "    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"
1123 "    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"
1124 "    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"
1125 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1126 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1127 "#      else\n"
1128 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1129 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1130 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1131 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1132 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1133 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1134 "#      endif\n"
1135 "#     endif\n"
1136 "#    else\n"
1137 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1138 "#    endif\n"
1139 "#  endif\n"
1140 "    return f;\n"
1141 "}\n"
1142 "# endif\n"
1143 "\n"
1144 "# ifdef USESHADOWMAPCUBE\n"
1145 "float ShadowMapCompare(vec3 dir)\n"
1146 "{\n"
1147 "    // apply depth texture cubemap as light filter\n"
1148 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1149 "    float f;\n"
1150 "#  ifdef USESHADOWSAMPLER\n"
1151 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1152 "#  else\n"
1153 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1154 "#  endif\n"
1155 "    return f;\n"
1156 "}\n"
1157 "# endif\n"
1158 "#endif\n"
1159 "\n"
1160 "#ifdef MODE_WATER\n"
1161 "\n"
1162 "// water pass\n"
1163 "void main(void)\n"
1164 "{\n"
1165 "#ifdef USEOFFSETMAPPING\n"
1166 "       // apply offsetmapping\n"
1167 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1168 "#define TexCoord TexCoordOffset\n"
1169 "#endif\n"
1170 "\n"
1171 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1172 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1173 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1174 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1175 "       // FIXME temporary hack to detect the case that the reflection\n"
1176 "       // gets blackened at edges due to leaving the area that contains actual\n"
1177 "       // content.\n"
1178 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1179 "       // 'appening.\n"
1180 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1181 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1182 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1183 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1184 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1185 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1186 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1187 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1188 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1189 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1190 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1191 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1192 "}\n"
1193 "\n"
1194 "#else // !MODE_WATER\n"
1195 "#ifdef MODE_REFRACTION\n"
1196 "\n"
1197 "// refraction pass\n"
1198 "void main(void)\n"
1199 "{\n"
1200 "#ifdef USEOFFSETMAPPING\n"
1201 "       // apply offsetmapping\n"
1202 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1203 "#define TexCoord TexCoordOffset\n"
1204 "#endif\n"
1205 "\n"
1206 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1207 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1208 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1209 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1210 "       // FIXME temporary hack to detect the case that the reflection\n"
1211 "       // gets blackened at edges due to leaving the area that contains actual\n"
1212 "       // content.\n"
1213 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1214 "       // 'appening.\n"
1215 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1216 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1217 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1218 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1219 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1220 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1221 "}\n"
1222 "\n"
1223 "#else // !MODE_REFRACTION\n"
1224 "void main(void)\n"
1225 "{\n"
1226 "#ifdef USEOFFSETMAPPING\n"
1227 "       // apply offsetmapping\n"
1228 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1229 "#define TexCoord TexCoordOffset\n"
1230 "#endif\n"
1231 "\n"
1232 "       // combine the diffuse textures (base, pants, shirt)\n"
1233 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1234 "#ifdef USECOLORMAPPING\n"
1235 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1236 "#endif\n"
1237 "#ifdef USEVERTEXTEXTUREBLEND\n"
1238 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1239 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1240 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1241 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1242 "       color.a = 1.0;\n"
1243 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1244 "#endif\n"
1245 "\n"
1246 "#ifdef USEDIFFUSE\n"
1247 "       // get the surface normal and the gloss color\n"
1248 "# ifdef USEVERTEXTEXTUREBLEND\n"
1249 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1250 "#  ifdef USESPECULAR\n"
1251 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1252 "#  endif\n"
1253 "# else\n"
1254 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1255 "#  ifdef USESPECULAR\n"
1256 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1257 "#  endif\n"
1258 "# endif\n"
1259 "#endif\n"
1260 "\n"
1261 "\n"
1262 "\n"
1263 "#ifdef MODE_LIGHTSOURCE\n"
1264 "       // light source\n"
1265 "\n"
1266 "       // calculate surface normal, light normal, and specular normal\n"
1267 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1268 "       // scale by light color and attenuation as efficiently as possible\n"
1269 "       // (do as much scalar math as possible rather than vector math)\n"
1270 "# ifdef USEDIFFUSE\n"
1271 "       // get the light normal\n"
1272 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1273 "# endif\n"
1274 "# ifdef USESPECULAR\n"
1275 "#  ifndef USEEXACTSPECULARMATH\n"
1276 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1277 "\n"
1278 "#  endif\n"
1279 "       // calculate directional shading\n"
1280 "#  ifdef USEEXACTSPECULARMATH\n"
1281 "       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"
1282 "#  else\n"
1283 "       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"
1284 "#  endif\n"
1285 "# else\n"
1286 "#  ifdef USEDIFFUSE\n"
1287 "       // calculate directional shading\n"
1288 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1289 "#  else\n"
1290 "       // calculate directionless shading\n"
1291 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1292 "#  endif\n"
1293 "# endif\n"
1294 "\n"
1295 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1296 "#if !showshadowmap\n"
1297 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1298 "#endif\n"
1299 "#endif\n"
1300 "\n"
1301 "# ifdef USECUBEFILTER\n"
1302 "       // apply light cubemap filter\n"
1303 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1304 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1305 "# endif\n"
1306 "#endif // MODE_LIGHTSOURCE\n"
1307 "\n"
1308 "\n"
1309 "\n"
1310 "\n"
1311 "#ifdef MODE_LIGHTDIRECTION\n"
1312 "       // directional model lighting\n"
1313 "# ifdef USEDIFFUSE\n"
1314 "       // get the light normal\n"
1315 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1316 "# endif\n"
1317 "# ifdef USESPECULAR\n"
1318 "       // calculate directional shading\n"
1319 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1320 "#  ifdef USEEXACTSPECULARMATH\n"
1321 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1322 "#  else\n"
1323 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1324 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1325 "#  endif\n"
1326 "# else\n"
1327 "#  ifdef USEDIFFUSE\n"
1328 "\n"
1329 "       // calculate directional shading\n"
1330 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1331 "#  else\n"
1332 "       color.rgb *= AmbientColor;\n"
1333 "#  endif\n"
1334 "# endif\n"
1335 "#endif // MODE_LIGHTDIRECTION\n"
1336 "\n"
1337 "\n"
1338 "\n"
1339 "\n"
1340 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1341 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1342 "\n"
1343 "       // get the light normal\n"
1344 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1345 "       myhalf3 diffusenormal;\n"
1346 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1347 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1348 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1349 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1350 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1351 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1352 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1353 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1354 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1355 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1356 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1357 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1358 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1359 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1360 "# ifdef USESPECULAR\n"
1361 "#  ifdef USEEXACTSPECULARMATH\n"
1362 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1363 "#  else\n"
1364 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1365 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1366 "#  endif\n"
1367 "# endif\n"
1368 "\n"
1369 "       // apply lightmap color\n"
1370 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1371 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1372 "\n"
1373 "\n"
1374 "\n"
1375 "\n"
1376 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1377 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1378 "\n"
1379 "       // get the light normal\n"
1380 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1381 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1382 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1383 "# ifdef USESPECULAR\n"
1384 "#  ifdef USEEXACTSPECULARMATH\n"
1385 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1386 "#  else\n"
1387 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1388 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1389 "#  endif\n"
1390 "# endif\n"
1391 "\n"
1392 "       // apply lightmap color\n"
1393 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1394 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1395 "\n"
1396 "\n"
1397 "\n"
1398 "\n"
1399 "#ifdef MODE_LIGHTMAP\n"
1400 "       // apply lightmap color\n"
1401 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1402 "#endif // MODE_LIGHTMAP\n"
1403 "\n"
1404 "\n"
1405 "\n"
1406 "\n"
1407 "#ifdef MODE_VERTEXCOLOR\n"
1408 "       // apply lightmap color\n"
1409 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1410 "#endif // MODE_VERTEXCOLOR\n"
1411 "\n"
1412 "\n"
1413 "\n"
1414 "\n"
1415 "#ifdef MODE_FLATCOLOR\n"
1416 "#endif // MODE_FLATCOLOR\n"
1417 "\n"
1418 "\n"
1419 "\n"
1420 "\n"
1421 "\n"
1422 "\n"
1423 "\n"
1424 "       color *= TintColor;\n"
1425 "\n"
1426 "#ifdef USEGLOW\n"
1427 "#ifdef USEVERTEXTEXTUREBLEND\n"
1428 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1429 "#else\n"
1430 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1431 "#endif\n"
1432 "#endif\n"
1433 "\n"
1434 "       color.rgb *= SceneBrightness;\n"
1435 "\n"
1436 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1437 "#ifdef USEFOG\n"
1438 "       float fogfrac;\n"
1439 "#ifdef USEFOGOUTSIDE\n"
1440 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1441 "#else\n"
1442 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1443 "#endif\n"
1444 "//     float FogHeightFade1 = -0.5/1024.0;\n"
1445 "//     if (FogPlaneViewDist >= 0.0)\n"
1446 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1447 "//     else\n"
1448 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1449 "//# ifdef USEFOGABOVE\n"
1450 "//     if (FogPlaneViewDist >= 0.0)\n"
1451 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1452 "//     else\n"
1453 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1454 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1455 "//     fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1456 "//     fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1457 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1458 "\n"
1459 "       //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1460 "       //float fade = -0.5/128.0;\n"
1461 "       //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1462 "       //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1464 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1465 "       //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1466 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1467 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1468 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1469 "//# endif\n"
1470 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1471 "#endif\n"
1472 "\n"
1473 "       // 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"
1474 "#ifdef USEREFLECTION\n"
1475 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1476 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1477 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1478 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1479 "       // FIXME temporary hack to detect the case that the reflection\n"
1480 "       // gets blackened at edges due to leaving the area that contains actual\n"
1481 "       // content.\n"
1482 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1483 "       // 'appening.\n"
1484 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1485 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1486 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1487 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1488 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1489 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1490 "#endif\n"
1491 "\n"
1492 "       gl_FragColor = vec4(color);\n"
1493 "\n"
1494 "#if showshadowmap\n"
1495 "# ifdef USESHADOWMAPRECT\n"
1496 "#  ifdef USESHADOWSAMPLER\n"
1497 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1498 "#  else\n"
1499 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1500 "#  endif\n"
1501 "# endif\n"
1502 "# ifdef USESHADOWMAP2D\n"
1503 "#  ifdef USESHADOWSAMPLER\n"
1504 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1505 "#  else\n"
1506 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1507 "#  endif\n"
1508 "# endif\n"
1509 "\n"
1510 "# ifdef USESHADOWMAPCUBE\n"
1511 "#  ifdef USESHADOWSAMPLER\n"
1512 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1513 "#  else\n"
1514 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1515 "#  endif\n"
1516 "# endif\n"
1517 "#endif\n"
1518 "}\n"
1519 "#endif // !MODE_REFRACTION\n"
1520 "#endif // !MODE_WATER\n"
1521 "\n"
1522 "#endif // FRAGMENT_SHADER\n"
1523 "\n"
1524 "#endif // !MODE_BLOOMBLUR\n"
1525 "#endif // !MODE_GENERIC\n"
1526 "#endif // !MODE_POSTPROCESS\n"
1527 "#endif // !MODE_SHOWDEPTH\n"
1528 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1529 ;
1530
1531 typedef struct shaderpermutationinfo_s
1532 {
1533         const char *pretext;
1534         const char *name;
1535 }
1536 shaderpermutationinfo_t;
1537
1538 typedef struct shadermodeinfo_s
1539 {
1540         const char *vertexfilename;
1541         const char *geometryfilename;
1542         const char *fragmentfilename;
1543         const char *pretext;
1544         const char *name;
1545 }
1546 shadermodeinfo_t;
1547
1548 typedef enum shaderpermutation_e
1549 {
1550         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1551         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1552         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1553         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1554         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1555         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1556         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1557         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1558         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1559         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1560         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1561         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1562         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1563         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1564         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1565         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1566         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1567         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1568         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1569         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1570         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1571         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1572         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1573         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1574         SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1575         SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1576 }
1577 shaderpermutation_t;
1578
1579 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1580 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1581 {
1582         {"#define USEDIFFUSE\n", " diffuse"},
1583         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1584         {"#define USEVIEWTINT\n", " viewtint"},
1585         {"#define USECOLORMAPPING\n", " colormapping"},
1586         {"#define USESATURATION\n", " saturation"},
1587         {"#define USEFOGINSIDE\n", " foginside"},
1588         {"#define USEFOGOUTSIDE\n", " fogoutside"},
1589         {"#define USEGAMMARAMPS\n", " gammaramps"},
1590         {"#define USECUBEFILTER\n", " cubefilter"},
1591         {"#define USEGLOW\n", " glow"},
1592         {"#define USEBLOOM\n", " bloom"},
1593         {"#define USESPECULAR\n", " specular"},
1594         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1595         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1596         {"#define USEREFLECTION\n", " reflection"},
1597         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1598         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1599         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1600         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1601         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1602         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1603         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1604         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1605         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1606 };
1607
1608 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1609 typedef enum shadermode_e
1610 {
1611         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1612         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1613         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1614         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1615         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1616         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1617         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1618         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1619         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1620         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1621         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1622         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1623         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1624         SHADERMODE_COUNT
1625 }
1626 shadermode_t;
1627
1628 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1629 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1630 {
1631         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1632         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1633         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1634         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1635         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1636         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1637         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1638         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1639         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1640         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1641         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1642         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1643         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1644 };
1645
1646 struct r_glsl_permutation_s;
1647 typedef struct r_glsl_permutation_s
1648 {
1649         /// hash lookup data
1650         struct r_glsl_permutation_s *hashnext;
1651         unsigned int mode;
1652         unsigned int permutation;
1653
1654         /// indicates if we have tried compiling this permutation already
1655         qboolean compiled;
1656         /// 0 if compilation failed
1657         int program;
1658         /// locations of detected uniforms in program object, or -1 if not found
1659         int loc_Texture_First;
1660         int loc_Texture_Second;
1661         int loc_Texture_GammaRamps;
1662         int loc_Texture_Normal;
1663         int loc_Texture_Color;
1664         int loc_Texture_Gloss;
1665         int loc_Texture_Glow;
1666         int loc_Texture_SecondaryNormal;
1667         int loc_Texture_SecondaryColor;
1668         int loc_Texture_SecondaryGloss;
1669         int loc_Texture_SecondaryGlow;
1670         int loc_Texture_Pants;
1671         int loc_Texture_Shirt;
1672         int loc_Texture_FogMask;
1673         int loc_Texture_Lightmap;
1674         int loc_Texture_Deluxemap;
1675         int loc_Texture_Attenuation;
1676         int loc_Texture_Cube;
1677         int loc_Texture_Refraction;
1678         int loc_Texture_Reflection;
1679         int loc_Texture_ShadowMapRect;
1680         int loc_Texture_ShadowMapCube;
1681         int loc_Texture_ShadowMap2D;
1682         int loc_Texture_CubeProjection;
1683         int loc_FogColor;
1684         int loc_LightPosition;
1685         int loc_EyePosition;
1686         int loc_Color_Pants;
1687         int loc_Color_Shirt;
1688         int loc_FogPlane;
1689         int loc_FogPlaneViewDist;
1690         int loc_FogRangeRecip;
1691         int loc_FogHeightFade;
1692         int loc_AmbientScale;
1693         int loc_DiffuseScale;
1694         int loc_SpecularScale;
1695         int loc_SpecularPower;
1696         int loc_GlowColor;
1697         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1698         int loc_OffsetMapping_Scale;
1699         int loc_TintColor;
1700         int loc_AmbientColor;
1701         int loc_DiffuseColor;
1702         int loc_SpecularColor;
1703         int loc_LightDir;
1704         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1705         int loc_GammaCoeff; ///< 1 / gamma
1706         int loc_DistortScaleRefractReflect;
1707         int loc_ScreenScaleRefractReflect;
1708         int loc_ScreenCenterRefractReflect;
1709         int loc_RefractColor;
1710         int loc_ReflectColor;
1711         int loc_ReflectFactor;
1712         int loc_ReflectOffset;
1713         int loc_UserVec1;
1714         int loc_UserVec2;
1715         int loc_UserVec3;
1716         int loc_UserVec4;
1717         int loc_ClientTime;
1718         int loc_PixelSize;
1719         int loc_Saturation;
1720         int loc_ShadowMap_TextureScale;
1721         int loc_ShadowMap_Parameters;
1722 }
1723 r_glsl_permutation_t;
1724
1725 #define SHADERPERMUTATION_HASHSIZE 256
1726
1727 /// information about each possible shader permutation
1728 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1729 /// currently selected permutation
1730 r_glsl_permutation_t *r_glsl_permutation;
1731 /// storage for permutations linked in the hash table
1732 memexpandablearray_t r_glsl_permutationarray;
1733
1734 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1735 {
1736         //unsigned int hashdepth = 0;
1737         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1738         r_glsl_permutation_t *p;
1739         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1740         {
1741                 if (p->mode == mode && p->permutation == permutation)
1742                 {
1743                         //if (hashdepth > 10)
1744                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1745                         return p;
1746                 }
1747                 //hashdepth++;
1748         }
1749         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1750         p->mode = mode;
1751         p->permutation = permutation;
1752         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1753         r_glsl_permutationhash[mode][hashindex] = p;
1754         //if (hashdepth > 10)
1755         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1756         return p;
1757 }
1758
1759 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1760 {
1761         char *shaderstring;
1762         if (!filename || !filename[0])
1763                 return NULL;
1764         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1765         if (shaderstring)
1766         {
1767                 if (printfromdisknotice)
1768                         Con_DPrint("from disk... ");
1769                 return shaderstring;
1770         }
1771         else if (!strcmp(filename, "glsl/default.glsl"))
1772         {
1773                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1774                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1775         }
1776         return shaderstring;
1777 }
1778
1779 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1780 {
1781         int i;
1782         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1783         int vertstrings_count = 0;
1784         int geomstrings_count = 0;
1785         int fragstrings_count = 0;
1786         char *vertexstring, *geometrystring, *fragmentstring;
1787         const char *vertstrings_list[32+3];
1788         const char *geomstrings_list[32+3];
1789         const char *fragstrings_list[32+3];
1790         char permutationname[256];
1791
1792         if (p->compiled)
1793                 return;
1794         p->compiled = true;
1795         p->program = 0;
1796
1797         permutationname[0] = 0;
1798         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1799         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1800         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1801
1802         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1803
1804         // the first pretext is which type of shader to compile as
1805         // (later these will all be bound together as a program object)
1806         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1807         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1808         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1809
1810         // the second pretext is the mode (for example a light source)
1811         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1812         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1813         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1814         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1815
1816         // now add all the permutation pretexts
1817         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1818         {
1819                 if (permutation & (1<<i))
1820                 {
1821                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1822                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1823                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1824                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1825                 }
1826                 else
1827                 {
1828                         // keep line numbers correct
1829                         vertstrings_list[vertstrings_count++] = "\n";
1830                         geomstrings_list[geomstrings_count++] = "\n";
1831                         fragstrings_list[fragstrings_count++] = "\n";
1832                 }
1833         }
1834
1835         // now append the shader text itself
1836         vertstrings_list[vertstrings_count++] = vertexstring;
1837         geomstrings_list[geomstrings_count++] = geometrystring;
1838         fragstrings_list[fragstrings_count++] = fragmentstring;
1839
1840         // if any sources were NULL, clear the respective list
1841         if (!vertexstring)
1842                 vertstrings_count = 0;
1843         if (!geometrystring)
1844                 geomstrings_count = 0;
1845         if (!fragmentstring)
1846                 fragstrings_count = 0;
1847
1848         // compile the shader program
1849         if (vertstrings_count + geomstrings_count + fragstrings_count)
1850                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1851         if (p->program)
1852         {
1853                 CHECKGLERROR
1854                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1855                 // look up all the uniform variable names we care about, so we don't
1856                 // have to look them up every time we set them
1857                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1858                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1859                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1860                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1861                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1862                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1863                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1864                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1865                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1866                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1867                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1868                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1869                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1870                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1871                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1872                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1873                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1874                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1875                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1876                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1877                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1878                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1879                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1880                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1881                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1882                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1883                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1884                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1885                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1886                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
1887                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1888                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1889                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
1890                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1891                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1892                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1893                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1894                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1895                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1896                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1897                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1898                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1899                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1900                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1901                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1902                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1903                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1904                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1905                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1906                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1907                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1908                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1909                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1910                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1911                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1912                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1913                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1914                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1915                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1916                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1917                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1918                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1919                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1920                 // initialize the samplers to refer to the texture units we use
1921                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1922                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1923                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1924                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1925                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1926                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1927                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1928                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1929                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1930                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1931                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1932                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1933                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1934                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1935                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1936                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1937                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1938                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1939                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1940                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1941                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1942                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1943                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1944                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1945                 CHECKGLERROR
1946                 if (developer.integer)
1947                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1948         }
1949         else
1950                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1951
1952         // free the strings
1953         if (vertexstring)
1954                 Mem_Free(vertexstring);
1955         if (geometrystring)
1956                 Mem_Free(geometrystring);
1957         if (fragmentstring)
1958                 Mem_Free(fragmentstring);
1959 }
1960
1961 void R_GLSL_Restart_f(void)
1962 {
1963         unsigned int i, limit;
1964         r_glsl_permutation_t *p;
1965         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1966         for (i = 0;i < limit;i++)
1967         {
1968                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1969                 {
1970                         GL_Backend_FreeProgram(p->program);
1971                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1972                 }
1973         }
1974         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1975 }
1976
1977 void R_GLSL_DumpShader_f(void)
1978 {
1979         int i;
1980
1981         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1982         if(!file)
1983         {
1984                 Con_Printf("failed to write to glsl/default.glsl\n");
1985                 return;
1986         }
1987
1988         FS_Print(file, "/* The engine may define the following macros:\n");
1989         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1990         for (i = 0;i < SHADERMODE_COUNT;i++)
1991                 FS_Print(file, shadermodeinfo[i].pretext);
1992         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1993                 FS_Print(file, shaderpermutationinfo[i].pretext);
1994         FS_Print(file, "*/\n");
1995         FS_Print(file, builtinshaderstring);
1996         FS_Close(file);
1997
1998         Con_Printf("glsl/default.glsl written\n");
1999 }
2000
2001 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
2002 {
2003         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2004         if (r_glsl_permutation != perm)
2005         {
2006                 r_glsl_permutation = perm;
2007                 if (!r_glsl_permutation->program)
2008                 {
2009                         if (!r_glsl_permutation->compiled)
2010                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2011                         if (!r_glsl_permutation->program)
2012                         {
2013                                 // remove features until we find a valid permutation
2014                                 int i;
2015                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2016                                 {
2017                                         // reduce i more quickly whenever it would not remove any bits
2018                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2019                                         if (!(permutation & j))
2020                                                 continue;
2021                                         permutation -= j;
2022                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2023                                         if (!r_glsl_permutation->compiled)
2024                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2025                                         if (r_glsl_permutation->program)
2026                                                 break;
2027                                 }
2028                                 if (i >= SHADERPERMUTATION_COUNT)
2029                                 {
2030                                         Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
2031                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2032                                         qglUseProgramObjectARB(0);CHECKGLERROR
2033                                         return; // no bit left to clear, entire mode is broken
2034                                 }
2035                         }
2036                 }
2037                 CHECKGLERROR
2038                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2039         }
2040 }
2041
2042 void R_SetupGenericShader(qboolean usetexture)
2043 {
2044         switch(vid.renderpath)
2045         {
2046         case RENDERPATH_GL20:
2047                 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2048                 break;
2049         case RENDERPATH_GL13:
2050         case RENDERPATH_GL11:
2051                 break;
2052         }
2053 }
2054
2055 void R_SetupGenericTwoTextureShader(int texturemode)
2056 {
2057         switch (vid.renderpath)
2058         {
2059         case RENDERPATH_GL20:
2060                 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))));
2061                 break;
2062         case RENDERPATH_GL13:
2063         case RENDERPATH_GL11:
2064                 R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1);
2065                 break;
2066         }
2067 }
2068
2069 void R_SetupDepthOrShadowShader(void)
2070 {
2071         switch (vid.renderpath)
2072         {
2073         case RENDERPATH_GL20:
2074                 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2075                 break;
2076         case RENDERPATH_GL13:
2077                 break;
2078         case RENDERPATH_GL11:
2079                 break;
2080         }
2081 }
2082
2083 void R_SetupShowDepthShader(void)
2084 {
2085         switch (vid.renderpath)
2086         {
2087         case RENDERPATH_GL20:
2088                 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2089                 break;
2090         case RENDERPATH_GL13:
2091                 break;
2092         case RENDERPATH_GL11:
2093                 break;
2094         }
2095 }
2096
2097 extern rtexture_t *r_shadow_attenuationgradienttexture;
2098 extern rtexture_t *r_shadow_attenuation2dtexture;
2099 extern rtexture_t *r_shadow_attenuation3dtexture;
2100 extern qboolean r_shadow_usingshadowmaprect;
2101 extern qboolean r_shadow_usingshadowmapcube;
2102 extern qboolean r_shadow_usingshadowmap2d;
2103 extern float r_shadow_shadowmap_texturescale[2];
2104 extern float r_shadow_shadowmap_parameters[4];
2105 extern qboolean r_shadow_shadowmapvsdct;
2106 extern qboolean r_shadow_shadowmapsampler;
2107 extern int r_shadow_shadowmappcf;
2108 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2109 {
2110         // select a permutation of the lighting shader appropriate to this
2111         // combination of texture, entity, light source, and fogging, only use the
2112         // minimum features necessary to avoid wasting rendering time in the
2113         // fragment shader on features that are not being used
2114         unsigned int permutation = 0;
2115         unsigned int mode = 0;
2116         // TODO: implement geometry-shader based shadow volumes someday
2117         if (r_glsl_offsetmapping.integer)
2118         {
2119                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2120                 if (r_glsl_offsetmapping_reliefmapping.integer)
2121                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2122         }
2123         if (rsurfacepass == RSURFPASS_BACKGROUND)
2124         {
2125                 // distorted background
2126                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2127                         mode = SHADERMODE_WATER;
2128                 else
2129                         mode = SHADERMODE_REFRACTION;
2130         }
2131         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2132         {
2133                 // light source
2134                 mode = SHADERMODE_LIGHTSOURCE;
2135                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2136                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2137                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2138                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2139                 if (diffusescale > 0)
2140                         permutation |= SHADERPERMUTATION_DIFFUSE;
2141                 if (specularscale > 0)
2142                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2143                 if (r_refdef.fogenabled)
2144                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2145                 if (rsurface.texture->colormapping)
2146                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2147                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2148                 {
2149                         if (r_shadow_usingshadowmaprect)
2150                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2151                         if (r_shadow_usingshadowmap2d)
2152                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2153                         if (r_shadow_usingshadowmapcube)
2154                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2155                         else if(r_shadow_shadowmapvsdct)
2156                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2157
2158                         if (r_shadow_shadowmapsampler)
2159                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2160                         if (r_shadow_shadowmappcf > 1)
2161                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2162                         else if (r_shadow_shadowmappcf)
2163                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2164                 }
2165         }
2166         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2167         {
2168                 // unshaded geometry (fullbright or ambient model lighting)
2169                 mode = SHADERMODE_FLATCOLOR;
2170                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2171                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2172                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2173                         permutation |= SHADERPERMUTATION_GLOW;
2174                 if (r_refdef.fogenabled)
2175                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2176                 if (rsurface.texture->colormapping)
2177                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2178                 if (r_glsl_offsetmapping.integer)
2179                 {
2180                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2181                         if (r_glsl_offsetmapping_reliefmapping.integer)
2182                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2183                 }
2184                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2185                         permutation |= SHADERPERMUTATION_REFLECTION;
2186         }
2187         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2188         {
2189                 // directional model lighting
2190                 mode = SHADERMODE_LIGHTDIRECTION;
2191                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2192                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2193                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2194                         permutation |= SHADERPERMUTATION_GLOW;
2195                 permutation |= SHADERPERMUTATION_DIFFUSE;
2196                 if (specularscale > 0)
2197                         permutation |= SHADERPERMUTATION_SPECULAR;
2198                 if (r_refdef.fogenabled)
2199                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2200                 if (rsurface.texture->colormapping)
2201                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2202                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2203                         permutation |= SHADERPERMUTATION_REFLECTION;
2204         }
2205         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2206         {
2207                 // ambient model lighting
2208                 mode = SHADERMODE_LIGHTDIRECTION;
2209                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2210                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2211                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2212                         permutation |= SHADERPERMUTATION_GLOW;
2213                 if (r_refdef.fogenabled)
2214                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2215                 if (rsurface.texture->colormapping)
2216                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2217                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2218                         permutation |= SHADERPERMUTATION_REFLECTION;
2219         }
2220         else
2221         {
2222                 // lightmapped wall
2223                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2224                 {
2225                         // deluxemapping (light direction texture)
2226                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2227                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2228                         else
2229                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2230                         permutation |= SHADERPERMUTATION_DIFFUSE;
2231                         if (specularscale > 0)
2232                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2233                 }
2234                 else if (r_glsl_deluxemapping.integer >= 2)
2235                 {
2236                         // fake deluxemapping (uniform light direction in tangentspace)
2237                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2238                         permutation |= SHADERPERMUTATION_DIFFUSE;
2239                         if (specularscale > 0)
2240                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2241                 }
2242                 else if (rsurface.uselightmaptexture)
2243                 {
2244                         // ordinary lightmapping (q1bsp, q3bsp)
2245                         mode = SHADERMODE_LIGHTMAP;
2246                 }
2247                 else
2248                 {
2249                         // ordinary vertex coloring (q3bsp)
2250                         mode = SHADERMODE_VERTEXCOLOR;
2251                 }
2252                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2253                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2254                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2255                         permutation |= SHADERPERMUTATION_GLOW;
2256                 if (r_refdef.fogenabled)
2257                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2258                 if (rsurface.texture->colormapping)
2259                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2260                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2261                         permutation |= SHADERPERMUTATION_REFLECTION;
2262         }
2263         if(permutation & SHADERPERMUTATION_SPECULAR)
2264                 if(r_shadow_glossexact.integer)
2265                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2266         R_SetupShader_SetPermutation(mode, permutation);
2267         if (mode == SHADERMODE_LIGHTSOURCE)
2268         {
2269                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2270                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2271                 {
2272                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2273                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2274                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2275                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2276                 }
2277                 else
2278                 {
2279                         // ambient only is simpler
2280                         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]);
2281                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2282                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2283                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2284                 }
2285                 // additive passes are only darkened by fog, not tinted
2286                 if (r_glsl_permutation->loc_FogColor >= 0)
2287                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2288                 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]);
2289                 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]);
2290         }
2291         else
2292         {
2293                 if (mode == SHADERMODE_LIGHTDIRECTION)
2294                 {
2295                         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);
2296                         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);
2297                         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);
2298                         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]);
2299                 }
2300                 else
2301                 {
2302                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2303                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2304                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2305                 }
2306                 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]);
2307                 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);
2308                 // additive passes are only darkened by fog, not tinted
2309                 if (r_glsl_permutation->loc_FogColor >= 0)
2310                 {
2311                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2312                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2313                         else
2314                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2315                 }
2316                 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);
2317                 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]);
2318                 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]);
2319                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2320                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2321                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2322                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2323         }
2324         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2325         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2326         if (r_glsl_permutation->loc_Color_Pants >= 0)
2327         {
2328                 if (rsurface.texture->currentskinframe->pants)
2329                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2330                 else
2331                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2332         }
2333         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2334         {
2335                 if (rsurface.texture->currentskinframe->shirt)
2336                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2337                 else
2338                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2339         }
2340         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]);
2341         if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2342         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2343         if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2344         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2345         {
2346                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2347         }
2348         else
2349         {
2350                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2351         }
2352         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2353         CHECKGLERROR
2354 }
2355
2356 #define SKINFRAME_HASH 1024
2357
2358 typedef struct
2359 {
2360         int loadsequence; // incremented each level change
2361         memexpandablearray_t array;
2362         skinframe_t *hash[SKINFRAME_HASH];
2363 }
2364 r_skinframe_t;
2365 r_skinframe_t r_skinframe;
2366
2367 void R_SkinFrame_PrepareForPurge(void)
2368 {
2369         r_skinframe.loadsequence++;
2370         // wrap it without hitting zero
2371         if (r_skinframe.loadsequence >= 200)
2372                 r_skinframe.loadsequence = 1;
2373 }
2374
2375 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2376 {
2377         if (!skinframe)
2378                 return;
2379         // mark the skinframe as used for the purging code
2380         skinframe->loadsequence = r_skinframe.loadsequence;
2381 }
2382
2383 void R_SkinFrame_Purge(void)
2384 {
2385         int i;
2386         skinframe_t *s;
2387         for (i = 0;i < SKINFRAME_HASH;i++)
2388         {
2389                 for (s = r_skinframe.hash[i];s;s = s->next)
2390                 {
2391                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2392                         {
2393                                 if (s->merged == s->base)
2394                                         s->merged = NULL;
2395                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2396                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2397                                 R_PurgeTexture(s->merged);s->merged = NULL;
2398                                 R_PurgeTexture(s->base  );s->base   = NULL;
2399                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2400                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2401                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2402                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2403                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2404                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2405                                 s->loadsequence = 0;
2406                         }
2407                 }
2408         }
2409 }
2410
2411 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2412         skinframe_t *item;
2413         char basename[MAX_QPATH];
2414
2415         Image_StripImageExtension(name, basename, sizeof(basename));
2416
2417         if( last == NULL ) {
2418                 int hashindex;
2419                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2420                 item = r_skinframe.hash[hashindex];
2421         } else {
2422                 item = last->next;
2423         }
2424
2425         // linearly search through the hash bucket
2426         for( ; item ; item = item->next ) {
2427                 if( !strcmp( item->basename, basename ) ) {
2428                         return item;
2429                 }
2430         }
2431         return NULL;
2432 }
2433
2434 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2435 {
2436         skinframe_t *item;
2437         int hashindex;
2438         char basename[MAX_QPATH];
2439
2440         Image_StripImageExtension(name, basename, sizeof(basename));
2441
2442         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2443         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2444                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2445                         break;
2446
2447         if (!item) {
2448                 rtexture_t *dyntexture;
2449                 // check whether its a dynamic texture
2450                 dyntexture = CL_GetDynTexture( basename );
2451                 if (!add && !dyntexture)
2452                         return NULL;
2453                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2454                 memset(item, 0, sizeof(*item));
2455                 strlcpy(item->basename, basename, sizeof(item->basename));
2456                 item->base = dyntexture; // either NULL or dyntexture handle
2457                 item->textureflags = textureflags;
2458                 item->comparewidth = comparewidth;
2459                 item->compareheight = compareheight;
2460                 item->comparecrc = comparecrc;
2461                 item->next = r_skinframe.hash[hashindex];
2462                 r_skinframe.hash[hashindex] = item;
2463         }
2464         else if( item->base == NULL )
2465         {
2466                 rtexture_t *dyntexture;
2467                 // check whether its a dynamic texture
2468                 // 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]
2469                 dyntexture = CL_GetDynTexture( basename );
2470                 item->base = dyntexture; // either NULL or dyntexture handle
2471         }
2472
2473         R_SkinFrame_MarkUsed(item);
2474         return item;
2475 }
2476
2477 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2478         { \
2479                 unsigned long long avgcolor[5], wsum; \
2480                 int pix, comp, w; \
2481                 avgcolor[0] = 0; \
2482                 avgcolor[1] = 0; \
2483                 avgcolor[2] = 0; \
2484                 avgcolor[3] = 0; \
2485                 avgcolor[4] = 0; \
2486                 wsum = 0; \
2487                 for(pix = 0; pix < cnt; ++pix) \
2488                 { \
2489                         w = 0; \
2490                         for(comp = 0; comp < 3; ++comp) \
2491                                 w += getpixel; \
2492                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2493                         { \
2494                                 ++wsum; \
2495                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2496                                 w = getpixel; \
2497                                 for(comp = 0; comp < 3; ++comp) \
2498                                         avgcolor[comp] += getpixel * w; \
2499                                 avgcolor[3] += w; \
2500                         } \
2501                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2502                         avgcolor[4] += getpixel; \
2503                 } \
2504                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2505                         avgcolor[3] = 1; \
2506                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2507                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2508                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2509                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2510         }
2511
2512 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2513 {
2514         int j;
2515         unsigned char *pixels;
2516         unsigned char *bumppixels;
2517         unsigned char *basepixels = NULL;
2518         int basepixels_width;
2519         int basepixels_height;
2520         skinframe_t *skinframe;
2521
2522         if (cls.state == ca_dedicated)
2523                 return NULL;
2524
2525         // return an existing skinframe if already loaded
2526         // if loading of the first image fails, don't make a new skinframe as it
2527         // would cause all future lookups of this to be missing
2528         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2529         if (skinframe && skinframe->base)
2530                 return skinframe;
2531
2532         basepixels = loadimagepixelsbgra(name, complain, true);
2533         if (basepixels == NULL)
2534                 return NULL;
2535
2536         if (developer_loading.integer)
2537                 Con_Printf("loading skin \"%s\"\n", name);
2538
2539         // we've got some pixels to store, so really allocate this new texture now
2540         if (!skinframe)
2541                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2542         skinframe->stain = NULL;
2543         skinframe->merged = NULL;
2544         skinframe->base = r_texture_notexture;
2545         skinframe->pants = NULL;
2546         skinframe->shirt = NULL;
2547         skinframe->nmap = r_texture_blanknormalmap;
2548         skinframe->gloss = NULL;
2549         skinframe->glow = NULL;
2550         skinframe->fog = NULL;
2551         skinframe->hasalpha = false;
2552
2553         basepixels_width = image_width;
2554         basepixels_height = image_height;
2555         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);
2556
2557         if (textureflags & TEXF_ALPHA)
2558         {
2559                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2560                 {
2561                         if (basepixels[j] < 255)
2562                         {
2563                                 skinframe->hasalpha = true;
2564                                 break;
2565                         }
2566                 }
2567                 if (r_loadfog && skinframe->hasalpha)
2568                 {
2569                         // has transparent pixels
2570                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2571                         for (j = 0;j < image_width * image_height * 4;j += 4)
2572                         {
2573                                 pixels[j+0] = 255;
2574                                 pixels[j+1] = 255;
2575                                 pixels[j+2] = 255;
2576                                 pixels[j+3] = basepixels[j+3];
2577                         }
2578                         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);
2579                         Mem_Free(pixels);
2580                 }
2581         }
2582
2583         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2584         //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]);
2585
2586         // _norm is the name used by tenebrae and has been adopted as standard
2587         if (r_loadnormalmap)
2588         {
2589                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2590                 {
2591                         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);
2592                         Mem_Free(pixels);
2593                         pixels = NULL;
2594                 }
2595                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2596                 {
2597                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2598                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2599                         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);
2600                         Mem_Free(pixels);
2601                         Mem_Free(bumppixels);
2602                 }
2603                 else if (r_shadow_bumpscale_basetexture.value > 0)
2604                 {
2605                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2606                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2607                         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);
2608                         Mem_Free(pixels);
2609                 }
2610         }
2611         // _luma is supported for tenebrae compatibility
2612         // (I think it's a very stupid name, but oh well)
2613         // _glow is the preferred name
2614         if ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {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;}
2615         if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {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;}
2616         if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {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;}
2617         if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {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;}
2618
2619         if (basepixels)
2620                 Mem_Free(basepixels);
2621
2622         return skinframe;
2623 }
2624
2625 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2626 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2627 {
2628         int i;
2629         unsigned char *temp1, *temp2;
2630         skinframe_t *skinframe;
2631
2632         if (cls.state == ca_dedicated)
2633                 return NULL;
2634
2635         // if already loaded just return it, otherwise make a new skinframe
2636         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2637         if (skinframe && skinframe->base)
2638                 return skinframe;
2639
2640         skinframe->stain = NULL;
2641         skinframe->merged = NULL;
2642         skinframe->base = r_texture_notexture;
2643         skinframe->pants = NULL;
2644         skinframe->shirt = NULL;
2645         skinframe->nmap = r_texture_blanknormalmap;
2646         skinframe->gloss = NULL;
2647         skinframe->glow = NULL;
2648         skinframe->fog = NULL;
2649         skinframe->hasalpha = false;
2650
2651         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2652         if (!skindata)
2653                 return NULL;
2654
2655         if (developer_loading.integer)
2656                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2657
2658         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2659         {
2660                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2661                 temp2 = temp1 + width * height * 4;
2662                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2663                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2664                 Mem_Free(temp1);
2665         }
2666         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2667         if (textureflags & TEXF_ALPHA)
2668         {
2669                 for (i = 3;i < width * height * 4;i += 4)
2670                 {
2671                         if (skindata[i] < 255)
2672                         {
2673                                 skinframe->hasalpha = true;
2674                                 break;
2675                         }
2676                 }
2677                 if (r_loadfog && skinframe->hasalpha)
2678                 {
2679                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2680                         memcpy(fogpixels, skindata, width * height * 4);
2681                         for (i = 0;i < width * height * 4;i += 4)
2682                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2683                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2684                         Mem_Free(fogpixels);
2685                 }
2686         }
2687
2688         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2689         //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]);
2690
2691         return skinframe;
2692 }
2693
2694 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2695 {
2696         int i;
2697         int featuresmask;
2698         skinframe_t *skinframe;
2699
2700         if (cls.state == ca_dedicated)
2701                 return NULL;
2702
2703         // if already loaded just return it, otherwise make a new skinframe
2704         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2705         if (skinframe && skinframe->base)
2706                 return skinframe;
2707
2708         skinframe->stain = NULL;
2709         skinframe->merged = NULL;
2710         skinframe->base = r_texture_notexture;
2711         skinframe->pants = NULL;
2712         skinframe->shirt = NULL;
2713         skinframe->nmap = r_texture_blanknormalmap;
2714         skinframe->gloss = NULL;
2715         skinframe->glow = NULL;
2716         skinframe->fog = NULL;
2717         skinframe->hasalpha = false;
2718
2719         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2720         if (!skindata)
2721                 return NULL;
2722
2723         if (developer_loading.integer)
2724                 Con_Printf("loading quake skin \"%s\"\n", name);
2725
2726         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2727         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
2728         memcpy(skinframe->qpixels, skindata, width*height);
2729         skinframe->qwidth = width;
2730         skinframe->qheight = height;
2731
2732         featuresmask = 0;
2733         for (i = 0;i < width * height;i++)
2734                 featuresmask |= palette_featureflags[skindata[i]];
2735
2736         skinframe->hasalpha = false;
2737         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2738         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2739         skinframe->qgeneratemerged = true;
2740         skinframe->qgeneratebase = skinframe->qhascolormapping;
2741         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2742
2743         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2744         //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]);
2745
2746         return skinframe;
2747 }
2748
2749 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2750 {
2751         int width;
2752         int height;
2753         unsigned char *skindata;
2754
2755         if (!skinframe->qpixels)
2756                 return;
2757
2758         if (!skinframe->qhascolormapping)
2759                 colormapped = false;
2760
2761         if (colormapped)
2762         {
2763                 if (!skinframe->qgeneratebase)
2764                         return;
2765         }
2766         else
2767         {
2768                 if (!skinframe->qgeneratemerged)
2769                         return;
2770         }
2771
2772         width = skinframe->qwidth;
2773         height = skinframe->qheight;
2774         skindata = skinframe->qpixels;
2775
2776         if (skinframe->qgeneratenmap)
2777         {
2778                 unsigned char *temp1, *temp2;
2779                 skinframe->qgeneratenmap = false;
2780                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2781                 temp2 = temp1 + width * height * 4;
2782                 // use either a custom palette or the quake palette
2783                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2784                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2785                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2786                 Mem_Free(temp1);
2787         }
2788
2789         if (skinframe->qgenerateglow)
2790         {
2791                 skinframe->qgenerateglow = false;
2792                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
2793         }
2794
2795         if (colormapped)
2796         {
2797                 skinframe->qgeneratebase = false;
2798                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2799                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
2800                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
2801         }
2802         else
2803         {
2804                 skinframe->qgeneratemerged = false;
2805                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2806         }
2807
2808         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2809         {
2810                 Mem_Free(skinframe->qpixels);
2811                 skinframe->qpixels = NULL;
2812         }
2813 }
2814
2815 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)
2816 {
2817         int i;
2818         skinframe_t *skinframe;
2819
2820         if (cls.state == ca_dedicated)
2821                 return NULL;
2822
2823         // if already loaded just return it, otherwise make a new skinframe
2824         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2825         if (skinframe && skinframe->base)
2826                 return skinframe;
2827
2828         skinframe->stain = NULL;
2829         skinframe->merged = NULL;
2830         skinframe->base = r_texture_notexture;
2831         skinframe->pants = NULL;
2832         skinframe->shirt = NULL;
2833         skinframe->nmap = r_texture_blanknormalmap;
2834         skinframe->gloss = NULL;
2835         skinframe->glow = NULL;
2836         skinframe->fog = NULL;
2837         skinframe->hasalpha = false;
2838
2839         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2840         if (!skindata)
2841                 return NULL;
2842
2843         if (developer_loading.integer)
2844                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2845
2846         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
2847         if (textureflags & TEXF_ALPHA)
2848         {
2849                 for (i = 0;i < width * height;i++)
2850                 {
2851                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2852                         {
2853                                 skinframe->hasalpha = true;
2854                                 break;
2855                         }
2856                 }
2857                 if (r_loadfog && skinframe->hasalpha)
2858                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
2859         }
2860
2861         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2862         //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]);
2863
2864         return skinframe;
2865 }
2866
2867 skinframe_t *R_SkinFrame_LoadMissing(void)
2868 {
2869         skinframe_t *skinframe;
2870
2871         if (cls.state == ca_dedicated)
2872                 return NULL;
2873
2874         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2875         skinframe->stain = NULL;
2876         skinframe->merged = NULL;
2877         skinframe->base = r_texture_notexture;
2878         skinframe->pants = NULL;
2879         skinframe->shirt = NULL;
2880         skinframe->nmap = r_texture_blanknormalmap;
2881         skinframe->gloss = NULL;
2882         skinframe->glow = NULL;
2883         skinframe->fog = NULL;
2884         skinframe->hasalpha = false;
2885
2886         skinframe->avgcolor[0] = rand() / RAND_MAX;
2887         skinframe->avgcolor[1] = rand() / RAND_MAX;
2888         skinframe->avgcolor[2] = rand() / RAND_MAX;
2889         skinframe->avgcolor[3] = 1;
2890
2891         return skinframe;
2892 }
2893
2894 void R_Main_FreeViewCache(void)
2895 {
2896         if (r_refdef.viewcache.entityvisible)
2897                 Mem_Free(r_refdef.viewcache.entityvisible);
2898         if (r_refdef.viewcache.world_pvsbits)
2899                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2900         if (r_refdef.viewcache.world_leafvisible)
2901                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2902         if (r_refdef.viewcache.world_surfacevisible)
2903                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2904         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2905 }
2906
2907 void R_Main_ResizeViewCache(void)
2908 {
2909         int numentities = r_refdef.scene.numentities;
2910         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2911         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2912         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2913         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2914         if (r_refdef.viewcache.maxentities < numentities)
2915         {
2916                 r_refdef.viewcache.maxentities = numentities;
2917                 if (r_refdef.viewcache.entityvisible)
2918                         Mem_Free(r_refdef.viewcache.entityvisible);
2919                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2920         }
2921         if (r_refdef.viewcache.world_numclusters != numclusters)
2922         {
2923                 r_refdef.viewcache.world_numclusters = numclusters;
2924                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2925                 if (r_refdef.viewcache.world_pvsbits)
2926                         Mem_Free(r_refdef.viewcache.world_pvsbits);
2927                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2928         }
2929         if (r_refdef.viewcache.world_numleafs != numleafs)
2930         {
2931                 r_refdef.viewcache.world_numleafs = numleafs;
2932                 if (r_refdef.viewcache.world_leafvisible)
2933                         Mem_Free(r_refdef.viewcache.world_leafvisible);
2934                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2935         }
2936         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2937         {
2938                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2939                 if (r_refdef.viewcache.world_surfacevisible)
2940                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
2941                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2942         }
2943 }
2944
2945 void gl_main_start(void)
2946 {
2947         switch(vid.renderpath)
2948         {
2949         case RENDERPATH_GL20:
2950                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2951                 Cvar_SetValueQuick(&gl_combine, 1);
2952                 Cvar_SetValueQuick(&r_glsl, 1);
2953                 r_loadnormalmap = true;
2954                 r_loadgloss = true;
2955                 r_loadfog = false;
2956                 break;
2957         case RENDERPATH_GL13:
2958                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2959                 Cvar_SetValueQuick(&gl_combine, 1);
2960                 Cvar_SetValueQuick(&r_glsl, 0);
2961                 r_loadnormalmap = false;
2962                 r_loadgloss = false;
2963                 r_loadfog = true;
2964                 break;
2965         case RENDERPATH_GL11:
2966                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2967                 Cvar_SetValueQuick(&gl_combine, 0);
2968                 Cvar_SetValueQuick(&r_glsl, 0);
2969                 r_loadnormalmap = false;
2970                 r_loadgloss = false;
2971                 r_loadfog = true;
2972                 break;
2973         }
2974
2975         R_AnimCache_Free();
2976         R_FrameData_Reset();
2977
2978         r_numqueries = 0;
2979         r_maxqueries = 0;
2980         memset(r_queries, 0, sizeof(r_queries));
2981
2982         r_qwskincache = NULL;
2983         r_qwskincache_size = 0;
2984
2985         // set up r_skinframe loading system for textures
2986         memset(&r_skinframe, 0, sizeof(r_skinframe));
2987         r_skinframe.loadsequence = 1;
2988         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2989
2990         r_main_texturepool = R_AllocTexturePool();
2991         R_BuildBlankTextures();
2992         R_BuildNoTexture();
2993         if (vid.support.arb_texture_cube_map)
2994         {
2995                 R_BuildWhiteCube();
2996                 R_BuildNormalizationCube();
2997         }
2998         r_texture_fogattenuation = NULL;
2999         r_texture_gammaramps = NULL;
3000         //r_texture_fogintensity = NULL;
3001         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3002         memset(&r_waterstate, 0, sizeof(r_waterstate));
3003         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3004         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3005         memset(&r_svbsp, 0, sizeof (r_svbsp));
3006
3007         r_refdef.fogmasktable_density = 0;
3008 }
3009
3010 extern rtexture_t *loadingscreentexture;
3011 void gl_main_shutdown(void)
3012 {
3013         R_AnimCache_Free();
3014         R_FrameData_Reset();
3015
3016         R_Main_FreeViewCache();
3017
3018         if (r_maxqueries)
3019                 qglDeleteQueriesARB(r_maxqueries, r_queries);
3020
3021         r_numqueries = 0;
3022         r_maxqueries = 0;
3023         memset(r_queries, 0, sizeof(r_queries));
3024
3025         r_qwskincache = NULL;
3026         r_qwskincache_size = 0;
3027
3028         // clear out the r_skinframe state
3029         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3030         memset(&r_skinframe, 0, sizeof(r_skinframe));
3031
3032         if (r_svbsp.nodes)
3033                 Mem_Free(r_svbsp.nodes);
3034         memset(&r_svbsp, 0, sizeof (r_svbsp));
3035         R_FreeTexturePool(&r_main_texturepool);
3036         loadingscreentexture = NULL;
3037         r_texture_blanknormalmap = NULL;
3038         r_texture_white = NULL;
3039         r_texture_grey128 = NULL;
3040         r_texture_black = NULL;
3041         r_texture_whitecube = NULL;
3042         r_texture_normalizationcube = NULL;
3043         r_texture_fogattenuation = NULL;
3044         r_texture_gammaramps = NULL;
3045         //r_texture_fogintensity = NULL;
3046         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3047         memset(&r_waterstate, 0, sizeof(r_waterstate));
3048         R_GLSL_Restart_f();
3049 }
3050
3051 extern void CL_ParseEntityLump(char *entitystring);
3052 void gl_main_newmap(void)
3053 {
3054         // FIXME: move this code to client
3055         int l;
3056         char *entities, entname[MAX_QPATH];
3057         if (r_qwskincache)
3058                 Mem_Free(r_qwskincache);
3059         r_qwskincache = NULL;
3060         r_qwskincache_size = 0;
3061         if (cl.worldmodel)
3062         {
3063                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
3064                 l = (int)strlen(entname) - 4;
3065                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
3066                 {
3067                         memcpy(entname + l, ".ent", 5);
3068                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3069                         {
3070                                 CL_ParseEntityLump(entities);
3071                                 Mem_Free(entities);
3072                                 return;
3073                         }
3074                 }
3075                 if (cl.worldmodel->brush.entities)
3076                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3077         }
3078         R_Main_FreeViewCache();
3079
3080         R_FrameData_Reset();
3081 }
3082
3083 void GL_Main_Init(void)
3084 {
3085         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3086
3087         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3088         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3089         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3090         if (gamemode == GAME_NEHAHRA)
3091         {
3092                 Cvar_RegisterVariable (&gl_fogenable);
3093                 Cvar_RegisterVariable (&gl_fogdensity);
3094                 Cvar_RegisterVariable (&gl_fogred);
3095                 Cvar_RegisterVariable (&gl_foggreen);
3096                 Cvar_RegisterVariable (&gl_fogblue);
3097                 Cvar_RegisterVariable (&gl_fogstart);
3098                 Cvar_RegisterVariable (&gl_fogend);
3099                 Cvar_RegisterVariable (&gl_skyclip);
3100         }
3101         Cvar_RegisterVariable(&r_motionblur);
3102         Cvar_RegisterVariable(&r_motionblur_maxblur);
3103         Cvar_RegisterVariable(&r_motionblur_bmin);
3104         Cvar_RegisterVariable(&r_motionblur_vmin);
3105         Cvar_RegisterVariable(&r_motionblur_vmax);
3106         Cvar_RegisterVariable(&r_motionblur_vcoeff);
3107         Cvar_RegisterVariable(&r_motionblur_randomize);
3108         Cvar_RegisterVariable(&r_damageblur);
3109         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3110         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3111         Cvar_RegisterVariable(&r_equalize_entities_by);
3112         Cvar_RegisterVariable(&r_equalize_entities_to);
3113         Cvar_RegisterVariable(&r_depthfirst);
3114         Cvar_RegisterVariable(&r_useinfinitefarclip);
3115         Cvar_RegisterVariable(&r_farclip_base);
3116         Cvar_RegisterVariable(&r_farclip_world);
3117         Cvar_RegisterVariable(&r_nearclip);
3118         Cvar_RegisterVariable(&r_showbboxes);
3119         Cvar_RegisterVariable(&r_showsurfaces);
3120         Cvar_RegisterVariable(&r_showtris);
3121         Cvar_RegisterVariable(&r_shownormals);
3122         Cvar_RegisterVariable(&r_showlighting);
3123         Cvar_RegisterVariable(&r_showshadowvolumes);
3124         Cvar_RegisterVariable(&r_showcollisionbrushes);
3125         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3126         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3127         Cvar_RegisterVariable(&r_showdisabledepthtest);
3128         Cvar_RegisterVariable(&r_drawportals);
3129         Cvar_RegisterVariable(&r_drawentities);
3130         Cvar_RegisterVariable(&r_cullentities_trace);
3131         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3132         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3133         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3134         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3135         Cvar_RegisterVariable(&r_drawviewmodel);
3136         Cvar_RegisterVariable(&r_speeds);
3137         Cvar_RegisterVariable(&r_fullbrights);
3138         Cvar_RegisterVariable(&r_wateralpha);
3139         Cvar_RegisterVariable(&r_dynamic);
3140         Cvar_RegisterVariable(&r_fullbright);
3141         Cvar_RegisterVariable(&r_shadows);
3142         Cvar_RegisterVariable(&r_shadows_darken);
3143         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3144         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3145         Cvar_RegisterVariable(&r_shadows_throwdistance);
3146         Cvar_RegisterVariable(&r_shadows_throwdirection);
3147         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3148         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3149         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3150         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3151         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3152         Cvar_RegisterVariable(&r_fog_exp2);
3153         Cvar_RegisterVariable(&r_drawfog);
3154         Cvar_RegisterVariable(&r_textureunits);
3155         Cvar_RegisterVariable(&gl_combine);
3156         Cvar_RegisterVariable(&r_glsl);
3157         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3158         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3159         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3160         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3161         Cvar_RegisterVariable(&r_glsl_postprocess);
3162         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3163         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3164         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3165         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3166         Cvar_RegisterVariable(&r_water);
3167         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3168         Cvar_RegisterVariable(&r_water_clippingplanebias);
3169         Cvar_RegisterVariable(&r_water_refractdistort);
3170         Cvar_RegisterVariable(&r_water_reflectdistort);
3171         Cvar_RegisterVariable(&r_lerpsprites);
3172         Cvar_RegisterVariable(&r_lerpmodels);
3173         Cvar_RegisterVariable(&r_lerplightstyles);
3174         Cvar_RegisterVariable(&r_waterscroll);
3175         Cvar_RegisterVariable(&r_bloom);
3176         Cvar_RegisterVariable(&r_bloom_colorscale);
3177         Cvar_RegisterVariable(&r_bloom_brighten);
3178         Cvar_RegisterVariable(&r_bloom_blur);
3179         Cvar_RegisterVariable(&r_bloom_resolution);
3180         Cvar_RegisterVariable(&r_bloom_colorexponent);
3181         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3182         Cvar_RegisterVariable(&r_hdr);
3183         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3184         Cvar_RegisterVariable(&r_hdr_glowintensity);
3185         Cvar_RegisterVariable(&r_hdr_range);
3186         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3187         Cvar_RegisterVariable(&developer_texturelogging);
3188         Cvar_RegisterVariable(&gl_lightmaps);
3189         Cvar_RegisterVariable(&r_test);
3190         Cvar_RegisterVariable(&r_batchmode);
3191         Cvar_RegisterVariable(&r_glsl_saturation);
3192         Cvar_RegisterVariable(&r_framedatasize);
3193         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3194                 Cvar_SetValue("r_fullbrights", 0);
3195         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3196
3197         Cvar_RegisterVariable(&r_track_sprites);
3198         Cvar_RegisterVariable(&r_track_sprites_flags);
3199         Cvar_RegisterVariable(&r_track_sprites_scalew);
3200         Cvar_RegisterVariable(&r_track_sprites_scaleh);
3201 }
3202
3203 extern void R_Textures_Init(void);
3204 extern void GL_Draw_Init(void);
3205 extern void GL_Main_Init(void);
3206 extern void R_Shadow_Init(void);
3207 extern void R_Sky_Init(void);
3208 extern void GL_Surf_Init(void);
3209 extern void R_Particles_Init(void);
3210 extern void R_Explosion_Init(void);
3211 extern void gl_backend_init(void);
3212 extern void Sbar_Init(void);
3213 extern void R_LightningBeams_Init(void);
3214 extern void Mod_RenderInit(void);
3215
3216 void Render_Init(void)
3217 {
3218         gl_backend_init();
3219         R_Textures_Init();
3220         GL_Main_Init();
3221         GL_Draw_Init();
3222         R_Shadow_Init();
3223         R_Sky_Init();
3224         GL_Surf_Init();
3225         Sbar_Init();
3226         R_Particles_Init();
3227         R_Explosion_Init();
3228         R_LightningBeams_Init();
3229         Mod_RenderInit();
3230 }
3231
3232 /*
3233 ===============
3234 GL_Init
3235 ===============
3236 */
3237 extern char *ENGINE_EXTENSIONS;
3238 void GL_Init (void)
3239 {
3240         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3241         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3242         gl_version = (const char *)qglGetString(GL_VERSION);
3243         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3244
3245         if (!gl_extensions)
3246                 gl_extensions = "";
3247         if (!gl_platformextensions)
3248                 gl_platformextensions = "";
3249
3250         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3251         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3252         Con_Printf("GL_VERSION: %s\n", gl_version);
3253         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3254         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3255
3256         VID_CheckExtensions();
3257
3258         // LordHavoc: report supported extensions
3259         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3260
3261         // clear to black (loading plaque will be seen over this)
3262         CHECKGLERROR
3263         qglClearColor(0,0,0,1);CHECKGLERROR
3264         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3265 }
3266
3267 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3268 {
3269         int i;
3270         mplane_t *p;
3271         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3272         {
3273                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3274                 if (i == 4)
3275                         continue;
3276                 p = r_refdef.view.frustum + i;
3277                 switch(p->signbits)
3278                 {
3279                 default:
3280                 case 0:
3281                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3282                                 return true;
3283                         break;
3284                 case 1:
3285                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3286                                 return true;
3287                         break;
3288                 case 2:
3289                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3290                                 return true;
3291                         break;
3292                 case 3:
3293                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3294                                 return true;
3295                         break;
3296                 case 4:
3297                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3298                                 return true;
3299                         break;
3300                 case 5:
3301                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3302                                 return true;
3303                         break;
3304                 case 6:
3305                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3306                                 return true;
3307                         break;
3308                 case 7:
3309                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3310                                 return true;
3311                         break;
3312                 }
3313         }
3314         return false;
3315 }
3316
3317 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3318 {
3319         int i;
3320         const mplane_t *p;
3321         for (i = 0;i < numplanes;i++)
3322         {
3323                 p = planes + i;
3324                 switch(p->signbits)
3325                 {
3326                 default:
3327                 case 0:
3328                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3329                                 return true;
3330                         break;
3331                 case 1:
3332                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3333                                 return true;
3334                         break;
3335                 case 2:
3336                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3337                                 return true;
3338                         break;
3339                 case 3:
3340                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3341                                 return true;
3342                         break;
3343                 case 4:
3344                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3345                                 return true;
3346                         break;
3347                 case 5:
3348                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3349                                 return true;
3350                         break;
3351                 case 6:
3352                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3353                                 return true;
3354                         break;
3355                 case 7:
3356                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3357                                 return true;
3358                         break;
3359                 }
3360         }
3361         return false;
3362 }
3363
3364 //==================================================================================
3365
3366 // LordHavoc: this stores temporary data used within the same frame
3367
3368 qboolean r_framedata_failed;
3369 static size_t r_framedata_size;
3370 static size_t r_framedata_current;
3371 static void *r_framedata_base;
3372
3373 void R_FrameData_Reset(void)
3374 {
3375         if (r_framedata_base);
3376                 Mem_Free(r_framedata_base);
3377         r_framedata_base = NULL;
3378         r_framedata_size = 0;
3379         r_framedata_current = 0;
3380         r_framedata_failed = false;
3381 }
3382
3383 void R_FrameData_NewFrame(void)
3384 {
3385         size_t wantedsize;
3386         if (r_framedata_failed)
3387                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
3388         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3389         wantedsize = bound(65536, wantedsize, 128*1024*1024);
3390         if (r_framedata_size != wantedsize)
3391         {
3392                 r_framedata_size = wantedsize;
3393                 if (r_framedata_base);
3394                         Mem_Free(r_framedata_base);
3395                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
3396         }
3397         r_framedata_current = 0;
3398         r_framedata_failed = false;
3399 }
3400
3401 void *R_FrameData_Alloc(size_t size)
3402 {
3403         void *data;
3404
3405         // align to 16 byte boundary
3406         size = (size + 15) & ~15;
3407         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
3408         r_framedata_current += size;
3409
3410         // check overflow
3411         if (r_framedata_current > r_framedata_size)
3412                 r_framedata_failed = true;
3413
3414         // return NULL on everything after a failure
3415         if (r_framedata_failed)
3416                 return NULL;
3417
3418         return data;
3419 }
3420
3421 void *R_FrameData_Store(size_t size, void *data)
3422 {
3423         void *d = R_FrameData_Alloc(size);
3424         if (d)
3425                 memcpy(d, data, size);
3426         return d;
3427 }
3428
3429 //==================================================================================
3430
3431 // LordHavoc: animcache originally written by Echon, rewritten since then
3432
3433 /**
3434  * Animation cache prevents re-generating mesh data for an animated model
3435  * multiple times in one frame for lighting, shadowing, reflections, etc.
3436  */
3437
3438 void R_AnimCache_Free(void)
3439 {
3440 }
3441
3442 void R_AnimCache_ClearCache(void)
3443 {
3444         int i;
3445         entity_render_t *ent;
3446
3447         for (i = 0;i < r_refdef.scene.numentities;i++)
3448         {
3449                 ent = r_refdef.scene.entities[i];
3450                 ent->animcache_vertex3f = NULL;
3451                 ent->animcache_normal3f = NULL;
3452                 ent->animcache_svector3f = NULL;
3453                 ent->animcache_tvector3f = NULL;
3454         }
3455 }
3456
3457 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3458 {
3459         dp_model_t *model = ent->model;
3460         int numvertices;
3461         // see if it's already cached this frame
3462         if (ent->animcache_vertex3f)
3463         {
3464                 // add normals/tangents if needed
3465                 if (wantnormals || wanttangents)
3466                 {
3467                         if (ent->animcache_normal3f)
3468                                 wantnormals = false;
3469                         if (ent->animcache_svector3f)
3470                                 wanttangents = false;
3471                         if (wantnormals || wanttangents)
3472                         {
3473                                 numvertices = model->surfmesh.num_vertices;
3474                                 if (wantnormals)
3475                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3476                                 if (wanttangents)
3477                                 {
3478                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3479                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3480                                 }
3481                                 if (!r_framedata_failed)
3482                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3483                         }
3484                 }
3485         }
3486         else
3487         {
3488                 // see if this ent is worth caching
3489                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
3490                         return false;
3491                 // get some memory for this entity and generate mesh data
3492                 numvertices = model->surfmesh.num_vertices;
3493                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3494                 if (wantnormals)
3495                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3496                 if (wanttangents)
3497                 {
3498                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3499                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3500                 }
3501                 if (!r_framedata_failed)
3502                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3503         }
3504         return !r_framedata_failed;
3505 }
3506
3507 void R_AnimCache_CacheVisibleEntities(void)
3508 {
3509         int i;
3510         qboolean wantnormals = !r_showsurfaces.integer;
3511         qboolean wanttangents = !r_showsurfaces.integer;
3512
3513         switch(vid.renderpath)
3514         {
3515         case RENDERPATH_GL20:
3516                 break;
3517         case RENDERPATH_GL13:
3518         case RENDERPATH_GL11:
3519                 wanttangents = false;
3520                 break;
3521         }
3522
3523         // TODO: thread this
3524         // NOTE: R_PrepareRTLights() also caches entities
3525
3526         for (i = 0;i < r_refdef.scene.numentities;i++)
3527                 if (r_refdef.viewcache.entityvisible[i])
3528                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3529
3530         if (r_shadows.integer)
3531                 for (i = 0;i < r_refdef.scene.numentities;i++)
3532                         if (!r_refdef.viewcache.entityvisible[i])
3533                                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
3534 }
3535
3536 //==================================================================================
3537
3538 static void R_View_UpdateEntityLighting (void)
3539 {
3540         int i;
3541         entity_render_t *ent;
3542         vec3_t tempdiffusenormal, avg;
3543         vec_t f, fa, fd, fdd;
3544
3545         for (i = 0;i < r_refdef.scene.numentities;i++)
3546         {
3547                 ent = r_refdef.scene.entities[i];
3548
3549                 // skip unseen models
3550                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3551                         continue;
3552
3553                 // skip bsp models
3554                 if (ent->model && ent->model->brush.num_leafs)
3555                 {
3556                         // TODO: use modellight for r_ambient settings on world?
3557                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3558                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3559                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3560                         continue;
3561                 }
3562
3563                 // fetch the lighting from the worldmodel data
3564                 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));
3565                 VectorClear(ent->modellight_diffuse);
3566                 VectorClear(tempdiffusenormal);
3567                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3568                 {
3569                         vec3_t org;
3570                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3571                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3572                         if(ent->flags & RENDER_EQUALIZE)
3573                         {
3574                                 // first fix up ambient lighting...
3575                                 if(r_equalize_entities_minambient.value > 0)
3576                                 {
3577                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3578                                         if(fd > 0)
3579                                         {
3580                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3581                                                 if(fa < r_equalize_entities_minambient.value * fd)
3582                                                 {
3583                                                         // solve:
3584                                                         //   fa'/fd' = minambient
3585                                                         //   fa'+0.25*fd' = fa+0.25*fd
3586                                                         //   ...
3587                                                         //   fa' = fd' * minambient
3588                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
3589                                                         //   ...
3590                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3591                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3592                                                         //   ...
3593                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3594                                                         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
3595                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3596                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3597                                                 }
3598                                         }
3599                                 }
3600
3601                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3602                                 {
3603                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3604                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3605                                         if(f > 0)
3606                                         {
3607                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3608                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3609                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3610                                         }
3611                                 }
3612                         }
3613                 }
3614                 else // highly rare
3615                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3616
3617                 // move the light direction into modelspace coordinates for lighting code
3618                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3619                 if(VectorLength2(ent->modellight_lightdir) == 0)
3620                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3621                 VectorNormalize(ent->modellight_lightdir);
3622         }
3623 }
3624
3625 #define MAX_LINEOFSIGHTTRACES 64
3626
3627 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3628 {
3629         int i;
3630         vec3_t boxmins, boxmaxs;
3631         vec3_t start;
3632         vec3_t end;
3633         dp_model_t *model = r_refdef.scene.worldmodel;
3634
3635         if (!model || !model->brush.TraceLineOfSight)
3636                 return true;
3637
3638         // expand the box a little
3639         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3640         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3641         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3642         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3643         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3644         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3645
3646         // try center
3647         VectorCopy(eye, start);
3648         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3649         if (model->brush.TraceLineOfSight(model, start, end))
3650                 return true;
3651
3652         // try various random positions
3653         for (i = 0;i < numsamples;i++)
3654         {
3655                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3656                 if (model->brush.TraceLineOfSight(model, start, end))
3657                         return true;
3658         }
3659
3660         return false;
3661 }
3662
3663
3664 static void R_View_UpdateEntityVisible (void)
3665 {
3666         int i;
3667         int renderimask;
3668         int samples;
3669         entity_render_t *ent;
3670
3671         if (!r_drawentities.integer)
3672                 return;
3673
3674         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3675         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3676         {
3677                 // worldmodel can check visibility
3678                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3679                 for (i = 0;i < r_refdef.scene.numentities;i++)
3680                 {
3681                         ent = r_refdef.scene.entities[i];
3682                         if (!(ent->flags & renderimask))
3683                         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)))
3684                         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))
3685                                 r_refdef.viewcache.entityvisible[i] = true;
3686                 }
3687                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3688                 {
3689                         for (i = 0;i < r_refdef.scene.numentities;i++)
3690                         {
3691                                 ent = r_refdef.scene.entities[i];
3692                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3693                                 {
3694                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3695                                         if (samples < 0)
3696                                                 continue; // temp entities do pvs only
3697                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3698                                                 ent->last_trace_visibility = realtime;
3699                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3700                                                 r_refdef.viewcache.entityvisible[i] = 0;
3701                                 }
3702                         }
3703                 }
3704         }
3705         else
3706         {
3707                 // no worldmodel or it can't check visibility
3708                 for (i = 0;i < r_refdef.scene.numentities;i++)
3709                 {
3710                         ent = r_refdef.scene.entities[i];
3711                         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));
3712                 }
3713         }
3714 }
3715
3716 /// only used if skyrendermasked, and normally returns false
3717 int R_DrawBrushModelsSky (void)
3718 {
3719         int i, sky;
3720         entity_render_t *ent;
3721
3722         if (!r_drawentities.integer)
3723                 return false;
3724
3725         sky = false;
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                 if (!ent->model || !ent->model->DrawSky)
3732                         continue;
3733                 ent->model->DrawSky(ent);
3734                 sky = true;
3735         }
3736         return sky;
3737 }
3738
3739 static void R_DrawNoModel(entity_render_t *ent);
3740 static void R_DrawModels(void)
3741 {
3742         int i;
3743         entity_render_t *ent;
3744
3745         if (!r_drawentities.integer)
3746                 return;
3747
3748         for (i = 0;i < r_refdef.scene.numentities;i++)
3749         {
3750                 if (!r_refdef.viewcache.entityvisible[i])
3751                         continue;
3752                 ent = r_refdef.scene.entities[i];
3753                 r_refdef.stats.entities++;
3754                 if (ent->model && ent->model->Draw != NULL)
3755                         ent->model->Draw(ent);
3756                 else
3757                         R_DrawNoModel(ent);
3758         }
3759 }
3760
3761 static void R_DrawModelsDepth(void)
3762 {
3763         int i;
3764         entity_render_t *ent;
3765
3766         if (!r_drawentities.integer)
3767                 return;
3768
3769         for (i = 0;i < r_refdef.scene.numentities;i++)
3770         {
3771                 if (!r_refdef.viewcache.entityvisible[i])
3772                         continue;
3773                 ent = r_refdef.scene.entities[i];
3774                 if (ent->model && ent->model->DrawDepth != NULL)
3775                         ent->model->DrawDepth(ent);
3776         }
3777 }
3778
3779 static void R_DrawModelsDebug(void)
3780 {
3781         int i;
3782         entity_render_t *ent;
3783
3784         if (!r_drawentities.integer)
3785                 return;
3786
3787         for (i = 0;i < r_refdef.scene.numentities;i++)
3788         {
3789                 if (!r_refdef.viewcache.entityvisible[i])
3790                         continue;
3791                 ent = r_refdef.scene.entities[i];
3792                 if (ent->model && ent->model->DrawDebug != NULL)
3793                         ent->model->DrawDebug(ent);
3794         }
3795 }
3796
3797 static void R_DrawModelsAddWaterPlanes(void)
3798 {
3799         int i;
3800         entity_render_t *ent;
3801
3802         if (!r_drawentities.integer)
3803                 return;
3804
3805         for (i = 0;i < r_refdef.scene.numentities;i++)
3806         {
3807                 if (!r_refdef.viewcache.entityvisible[i])
3808                         continue;
3809                 ent = r_refdef.scene.entities[i];
3810                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3811                         ent->model->DrawAddWaterPlanes(ent);
3812         }
3813 }
3814
3815 static void R_View_SetFrustum(void)
3816 {
3817         int i;
3818         double slopex, slopey;
3819         vec3_t forward, left, up, origin;
3820
3821         // we can't trust r_refdef.view.forward and friends in reflected scenes
3822         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3823
3824 #if 0
3825         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3826         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3827         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3828         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3829         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3830         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3831         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3832         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3833         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3834         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3835         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3836         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3837 #endif
3838
3839 #if 0
3840         zNear = r_refdef.nearclip;
3841         nudge = 1.0 - 1.0 / (1<<23);
3842         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3843         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3844         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3845         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3846         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3847         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3848         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3849         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3850 #endif
3851
3852
3853
3854 #if 0
3855         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3856         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3857         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3858         r_refdef.view.frustum[0].dist = m[15] - m[12];
3859
3860         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3861         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3862         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3863         r_refdef.view.frustum[1].dist = m[15] + m[12];
3864
3865         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3866         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3867         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3868         r_refdef.view.frustum[2].dist = m[15] - m[13];
3869
3870         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3871         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3872         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3873         r_refdef.view.frustum[3].dist = m[15] + m[13];
3874
3875         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3876         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3877         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3878         r_refdef.view.frustum[4].dist = m[15] - m[14];
3879
3880         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3881         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3882         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3883         r_refdef.view.frustum[5].dist = m[15] + m[14];
3884 #endif
3885
3886         if (r_refdef.view.useperspective)
3887         {
3888                 slopex = 1.0 / r_refdef.view.frustum_x;
3889                 slopey = 1.0 / r_refdef.view.frustum_y;
3890                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3891                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3892                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3893                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3894                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3895
3896                 // Leaving those out was a mistake, those were in the old code, and they
3897                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3898                 // I couldn't reproduce it after adding those normalizations. --blub
3899                 VectorNormalize(r_refdef.view.frustum[0].normal);
3900                 VectorNormalize(r_refdef.view.frustum[1].normal);
3901                 VectorNormalize(r_refdef.view.frustum[2].normal);
3902                 VectorNormalize(r_refdef.view.frustum[3].normal);
3903
3904                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3905                 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]);
3906                 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]);
3907                 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]);
3908                 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]);
3909
3910                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3911                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3912                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3913                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3914                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3915         }
3916         else
3917         {
3918                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3919                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3920                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3921                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3922                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3923                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3924                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3925                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3926                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3927                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3928         }
3929         r_refdef.view.numfrustumplanes = 5;
3930
3931         if (r_refdef.view.useclipplane)
3932         {
3933                 r_refdef.view.numfrustumplanes = 6;
3934                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3935         }
3936
3937         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3938                 PlaneClassify(r_refdef.view.frustum + i);
3939
3940         // LordHavoc: note to all quake engine coders, Quake had a special case
3941         // for 90 degrees which assumed a square view (wrong), so I removed it,
3942         // Quake2 has it disabled as well.
3943
3944         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3945         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3946         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3947         //PlaneClassify(&frustum[0]);
3948
3949         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3950         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3951         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3952         //PlaneClassify(&frustum[1]);
3953
3954         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3955         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3956         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3957         //PlaneClassify(&frustum[2]);
3958
3959         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3960         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3961         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3962         //PlaneClassify(&frustum[3]);
3963
3964         // nearclip plane
3965         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3966         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3967         //PlaneClassify(&frustum[4]);
3968 }
3969
3970 void R_View_Update(void)
3971 {
3972         R_Main_ResizeViewCache();
3973         R_View_SetFrustum();
3974         R_View_WorldVisibility(r_refdef.view.useclipplane);
3975         R_View_UpdateEntityVisible();
3976         R_View_UpdateEntityLighting();
3977 }
3978
3979 void R_SetupView(qboolean allowwaterclippingplane)
3980 {
3981         const double *customclipplane = NULL;
3982         double plane[4];
3983         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3984         {
3985                 // LordHavoc: couldn't figure out how to make this approach the
3986                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3987                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3988                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3989                         dist = r_refdef.view.clipplane.dist;
3990                 plane[0] = r_refdef.view.clipplane.normal[0];
3991                 plane[1] = r_refdef.view.clipplane.normal[1];
3992                 plane[2] = r_refdef.view.clipplane.normal[2];
3993                 plane[3] = dist;
3994                 customclipplane = plane;
3995         }
3996
3997         if (!r_refdef.view.useperspective)
3998                 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);
3999         else if (vid.stencil && r_useinfinitefarclip.integer)
4000                 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);
4001         else
4002                 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);
4003         R_SetViewport(&r_refdef.view.viewport);
4004 }
4005
4006 void R_ResetViewRendering2D(void)
4007 {
4008         r_viewport_t viewport;
4009         DrawQ_Finish();
4010
4011         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4012         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);
4013         R_SetViewport(&viewport);
4014         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4015         GL_Color(1, 1, 1, 1);
4016         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4017         GL_BlendFunc(GL_ONE, GL_ZERO);
4018         GL_AlphaTest(false);
4019         GL_ScissorTest(false);
4020         GL_DepthMask(false);
4021         GL_DepthRange(0, 1);
4022         GL_DepthTest(false);
4023         R_Mesh_Matrix(&identitymatrix);
4024         R_Mesh_ResetTextureState();
4025         GL_PolygonOffset(0, 0);
4026         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4027         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4028         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4029         qglStencilMask(~0);CHECKGLERROR
4030         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4031         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4032         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
4033         R_SetupGenericShader(true);
4034 }
4035
4036 void R_ResetViewRendering3D(void)
4037 {
4038         DrawQ_Finish();
4039
4040         R_SetupView(true);
4041         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4042         GL_Color(1, 1, 1, 1);
4043         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4044         GL_BlendFunc(GL_ONE, GL_ZERO);
4045         GL_AlphaTest(false);
4046         GL_ScissorTest(true);
4047         GL_DepthMask(true);
4048         GL_DepthRange(0, 1);
4049         GL_DepthTest(true);
4050         R_Mesh_Matrix(&identitymatrix);
4051         R_Mesh_ResetTextureState();
4052         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4053         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4054         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4055         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4056         qglStencilMask(~0);CHECKGLERROR
4057         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4058         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4059         GL_CullFace(r_refdef.view.cullface_back);
4060         R_SetupGenericShader(true);
4061 }
4062
4063 void R_RenderScene(void);
4064 void R_RenderWaterPlanes(void);
4065
4066 static void R_Water_StartFrame(void)
4067 {
4068         int i;
4069         int waterwidth, waterheight, texturewidth, textureheight;
4070         r_waterstate_waterplane_t *p;
4071
4072         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4073                 return;
4074
4075         switch(vid.renderpath)
4076         {
4077         case RENDERPATH_GL20:
4078                 break;
4079         case RENDERPATH_GL13:
4080         case RENDERPATH_GL11:
4081                 return;
4082         }
4083
4084         // set waterwidth and waterheight to the water resolution that will be
4085         // used (often less than the screen resolution for faster rendering)
4086         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
4087         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
4088
4089         // calculate desired texture sizes
4090         // can't use water if the card does not support the texture size
4091         if (!r_water.integer || r_showsurfaces.integer)
4092                 texturewidth = textureheight = waterwidth = waterheight = 0;
4093         else if (vid.support.arb_texture_non_power_of_two)
4094         {
4095                 texturewidth = waterwidth;
4096                 textureheight = waterheight;
4097         }
4098         else
4099         {
4100                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
4101                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
4102         }
4103
4104         // allocate textures as needed
4105         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
4106         {
4107                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4108                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4109                 {
4110                         if (p->texture_refraction)
4111                                 R_FreeTexture(p->texture_refraction);
4112                         p->texture_refraction = NULL;
4113                         if (p->texture_reflection)
4114                                 R_FreeTexture(p->texture_reflection);
4115                         p->texture_reflection = NULL;
4116                 }
4117                 memset(&r_waterstate, 0, sizeof(r_waterstate));
4118                 r_waterstate.texturewidth = texturewidth;
4119                 r_waterstate.textureheight = textureheight;
4120         }
4121
4122         if (r_waterstate.texturewidth)
4123         {
4124                 r_waterstate.enabled = true;
4125
4126                 // when doing a reduced render (HDR) we want to use a smaller area
4127                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4128                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4129
4130                 // set up variables that will be used in shader setup
4131                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4132                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4133                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4134                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4135         }
4136
4137         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4138         r_waterstate.numwaterplanes = 0;
4139 }
4140
4141 void R_Water_AddWaterPlane(msurface_t *surface)
4142 {
4143         int triangleindex, planeindex;
4144         const int *e;
4145         vec3_t vert[3];
4146         vec3_t normal;
4147         vec3_t center;
4148         mplane_t plane;
4149         r_waterstate_waterplane_t *p;
4150         texture_t *t = R_GetCurrentTexture(surface->texture);
4151         // just use the first triangle with a valid normal for any decisions
4152         VectorClear(normal);
4153         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4154         {
4155                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4156                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4157                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4158                 TriangleNormal(vert[0], vert[1], vert[2], normal);
4159                 if (VectorLength2(normal) >= 0.001)
4160                         break;
4161         }
4162
4163         VectorCopy(normal, plane.normal);
4164         VectorNormalize(plane.normal);
4165         plane.dist = DotProduct(vert[0], plane.normal);
4166         PlaneClassify(&plane);
4167         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4168         {
4169                 // skip backfaces (except if nocullface is set)
4170                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4171                         return;
4172                 VectorNegate(plane.normal, plane.normal);
4173                 plane.dist *= -1;
4174                 PlaneClassify(&plane);
4175         }
4176
4177
4178         // find a matching plane if there is one
4179         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4180                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4181                         break;
4182         if (planeindex >= r_waterstate.maxwaterplanes)
4183                 return; // nothing we can do, out of planes
4184
4185         // if this triangle does not fit any known plane rendered this frame, add one
4186         if (planeindex >= r_waterstate.numwaterplanes)
4187         {
4188                 // store the new plane
4189                 r_waterstate.numwaterplanes++;
4190                 p->plane = plane;
4191                 // clear materialflags and pvs
4192                 p->materialflags = 0;
4193                 p->pvsvalid = false;
4194         }
4195         // merge this surface's materialflags into the waterplane
4196         p->materialflags |= t->currentmaterialflags;
4197         // merge this surface's PVS into the waterplane
4198         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4199         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4200          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4201         {
4202                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4203                 p->pvsvalid = true;
4204         }
4205 }
4206
4207 static void R_Water_ProcessPlanes(void)
4208 {
4209         r_refdef_view_t originalview;
4210         r_refdef_view_t myview;
4211         int planeindex;
4212         r_waterstate_waterplane_t *p;
4213
4214         originalview = r_refdef.view;
4215
4216         // make sure enough textures are allocated
4217         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4218         {
4219                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4220                 {
4221                         if (!p->texture_refraction)
4222                                 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);
4223                         if (!p->texture_refraction)
4224                                 goto error;
4225                 }
4226
4227                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4228                 {
4229                         if (!p->texture_reflection)
4230                                 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);
4231                         if (!p->texture_reflection)
4232                                 goto error;
4233                 }
4234         }
4235
4236         // render views
4237         r_refdef.view = originalview;
4238         r_refdef.view.showdebug = false;
4239         r_refdef.view.width = r_waterstate.waterwidth;
4240         r_refdef.view.height = r_waterstate.waterheight;
4241         r_refdef.view.useclipplane = true;
4242         myview = r_refdef.view;
4243         r_waterstate.renderingscene = true;
4244         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4245         {
4246                 // render the normal view scene and copy into texture
4247                 // (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)
4248                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4249                 {
4250                         r_refdef.view = myview;
4251                         r_refdef.view.clipplane = p->plane;
4252                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4253                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4254                         PlaneClassify(&r_refdef.view.clipplane);
4255
4256                         R_ResetViewRendering3D();
4257                         R_ClearScreen(r_refdef.fogenabled);
4258                         R_View_Update();
4259                         R_RenderScene();
4260
4261                         // copy view into the screen texture
4262                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4263                         GL_ActiveTexture(0);
4264                         CHECKGLERROR
4265                         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
4266                 }
4267
4268                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4269                 {
4270                         r_refdef.view = myview;
4271                         // render reflected scene and copy into texture
4272                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4273                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4274                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4275                         r_refdef.view.clipplane = p->plane;
4276                         // reverse the cullface settings for this render
4277                         r_refdef.view.cullface_front = GL_FRONT;
4278                         r_refdef.view.cullface_back = GL_BACK;
4279                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4280                         {
4281                                 r_refdef.view.usecustompvs = true;
4282                                 if (p->pvsvalid)
4283                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4284                                 else
4285                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4286                         }
4287
4288                         R_ResetViewRendering3D();
4289                         R_ClearScreen(r_refdef.fogenabled);
4290                         R_View_Update();
4291                         R_RenderScene();
4292
4293                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4294                         GL_ActiveTexture(0);
4295                         CHECKGLERROR
4296                         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
4297                 }
4298         }
4299         r_waterstate.renderingscene = false;
4300         r_refdef.view = originalview;
4301         R_ResetViewRendering3D();
4302         R_ClearScreen(r_refdef.fogenabled);
4303         R_View_Update();
4304         return;
4305 error:
4306         r_refdef.view = originalview;
4307         r_waterstate.renderingscene = false;
4308         Cvar_SetValueQuick(&r_water, 0);
4309         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
4310         return;
4311 }
4312
4313 void R_Bloom_StartFrame(void)
4314 {
4315         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4316
4317         switch(vid.renderpath)
4318         {
4319         case RENDERPATH_GL20:
4320                 break;
4321         case RENDERPATH_GL13:
4322         case RENDERPATH_GL11:
4323                 return;
4324         }
4325
4326         // set bloomwidth and bloomheight to the bloom resolution that will be
4327         // used (often less than the screen resolution for faster rendering)
4328         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4329         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4330         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4331         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
4332         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
4333
4334         // calculate desired texture sizes
4335         if (vid.support.arb_texture_non_power_of_two)
4336         {
4337                 screentexturewidth = r_refdef.view.width;
4338                 screentextureheight = r_refdef.view.height;
4339                 bloomtexturewidth = r_bloomstate.bloomwidth;
4340                 bloomtextureheight = r_bloomstate.bloomheight;
4341         }
4342         else
4343         {
4344                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
4345                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
4346                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
4347                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
4348         }
4349
4350         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 > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
4351         {
4352                 Cvar_SetValueQuick(&r_hdr, 0);
4353                 Cvar_SetValueQuick(&r_bloom, 0);
4354                 Cvar_SetValueQuick(&r_motionblur, 0);
4355                 Cvar_SetValueQuick(&r_damageblur, 0);
4356         }
4357
4358         if (!(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)))
4359                 screentexturewidth = screentextureheight = 0;
4360         if (!r_hdr.integer && !r_bloom.integer)
4361                 bloomtexturewidth = bloomtextureheight = 0;
4362
4363         // allocate textures as needed
4364         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4365         {
4366                 if (r_bloomstate.texture_screen)
4367                         R_FreeTexture(r_bloomstate.texture_screen);
4368                 r_bloomstate.texture_screen = NULL;
4369                 r_bloomstate.screentexturewidth = screentexturewidth;
4370                 r_bloomstate.screentextureheight = screentextureheight;
4371                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4372                         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);
4373         }
4374         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4375         {
4376                 if (r_bloomstate.texture_bloom)
4377                         R_FreeTexture(r_bloomstate.texture_bloom);
4378                 r_bloomstate.texture_bloom = NULL;
4379                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4380                 r_bloomstate.bloomtextureheight = bloomtextureheight;
4381                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4382                         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);
4383         }
4384
4385         // when doing a reduced render (HDR) we want to use a smaller area
4386         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4387         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4388         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4389         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4390         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4391
4392         // set up a texcoord array for the full resolution screen image
4393         // (we have to keep this around to copy back during final render)
4394         r_bloomstate.screentexcoord2f[0] = 0;
4395         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4396         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4397         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4398         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4399         r_bloomstate.screentexcoord2f[5] = 0;
4400         r_bloomstate.screentexcoord2f[6] = 0;
4401         r_bloomstate.screentexcoord2f[7] = 0;
4402
4403         // set up a texcoord array for the reduced resolution bloom image
4404         // (which will be additive blended over the screen image)
4405         r_bloomstate.bloomtexcoord2f[0] = 0;
4406         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4407         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4408         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4409         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4410         r_bloomstate.bloomtexcoord2f[5] = 0;
4411         r_bloomstate.bloomtexcoord2f[6] = 0;
4412         r_bloomstate.bloomtexcoord2f[7] = 0;
4413
4414         if (r_hdr.integer || r_bloom.integer)
4415         {
4416                 r_bloomstate.enabled = true;
4417                 r_bloomstate.hdr = r_hdr.integer != 0;
4418         }
4419
4420         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);
4421 }
4422
4423 void R_Bloom_CopyBloomTexture(float colorscale)
4424 {
4425         r_refdef.stats.bloom++;
4426
4427         // scale down screen texture to the bloom texture size
4428         CHECKGLERROR
4429         R_SetViewport(&r_bloomstate.viewport);
4430         GL_BlendFunc(GL_ONE, GL_ZERO);
4431         GL_Color(colorscale, colorscale, colorscale, 1);
4432         // TODO: optimize with multitexture or GLSL
4433         R_SetupGenericShader(true);
4434         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4435         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4436         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4437         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4438
4439         // we now have a bloom image in the framebuffer
4440         // copy it into the bloom image texture for later processing
4441         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4442         GL_ActiveTexture(0);
4443         CHECKGLERROR
4444         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4445         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4446 }
4447
4448 void R_Bloom_CopyHDRTexture(void)
4449 {
4450         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4451         GL_ActiveTexture(0);
4452         CHECKGLERROR
4453         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
4454         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4455 }
4456
4457 void R_Bloom_MakeTexture(void)
4458 {
4459         int x, range, dir;
4460         float xoffset, yoffset, r, brighten;
4461
4462         r_refdef.stats.bloom++;
4463
4464         R_ResetViewRendering2D();
4465         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4466         R_Mesh_ColorPointer(NULL, 0, 0);
4467         R_SetupGenericShader(true);
4468
4469         // we have a bloom image in the framebuffer
4470         CHECKGLERROR
4471         R_SetViewport(&r_bloomstate.viewport);
4472
4473         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4474         {
4475                 x *= 2;
4476                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4477                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4478                 GL_Color(r, r, r, 1);
4479                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4480                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4481                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4482                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4483
4484                 // copy the vertically blurred bloom view to a texture
4485                 GL_ActiveTexture(0);
4486                 CHECKGLERROR
4487                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4488                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4489         }
4490
4491         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4492         brighten = r_bloom_brighten.value;
4493         if (r_hdr.integer)
4494                 brighten *= r_hdr_range.value;
4495         brighten = sqrt(brighten);
4496         if(range >= 1)
4497                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4498         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4499         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4500
4501         for (dir = 0;dir < 2;dir++)
4502         {
4503                 // blend on at multiple vertical offsets to achieve a vertical blur
4504                 // TODO: do offset blends using GLSL
4505                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4506                 GL_BlendFunc(GL_ONE, GL_ZERO);
4507                 for (x = -range;x <= range;x++)
4508                 {
4509                         if (!dir){xoffset = 0;yoffset = x;}
4510                         else {xoffset = x;yoffset = 0;}
4511                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4512                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4513                         // compute a texcoord array with the specified x and y offset
4514                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4515                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4516                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4517                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4518                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4519                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4520                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4521                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4522                         // this r value looks like a 'dot' particle, fading sharply to
4523                         // black at the edges
4524                         // (probably not realistic but looks good enough)
4525                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4526                         //r = brighten/(range*2+1);
4527                         r = brighten / (range * 2 + 1);
4528                         if(range >= 1)
4529                                 r *= (1 - x*x/(float)(range*range));
4530                         GL_Color(r, r, r, 1);
4531                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4532                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4533                         GL_BlendFunc(GL_ONE, GL_ONE);
4534                 }
4535
4536                 // copy the vertically blurred bloom view to a texture
4537                 GL_ActiveTexture(0);
4538                 CHECKGLERROR
4539                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4540                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4541         }
4542
4543         // apply subtract last
4544         // (just like it would be in a GLSL shader)
4545         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
4546         {
4547                 GL_BlendFunc(GL_ONE, GL_ZERO);
4548                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4549                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4550                 GL_Color(1, 1, 1, 1);
4551                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4552                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4553
4554                 GL_BlendFunc(GL_ONE, GL_ONE);
4555                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4556                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4557                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4558                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4559                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4560                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4561                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4562
4563                 // copy the darkened bloom view to a texture
4564                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4565                 GL_ActiveTexture(0);
4566                 CHECKGLERROR
4567                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4568                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4569         }
4570 }
4571
4572 void R_HDR_RenderBloomTexture(void)
4573 {
4574         int oldwidth, oldheight;
4575         float oldcolorscale;
4576
4577         oldcolorscale = r_refdef.view.colorscale;
4578         oldwidth = r_refdef.view.width;
4579         oldheight = r_refdef.view.height;
4580         r_refdef.view.width = r_bloomstate.bloomwidth;
4581         r_refdef.view.height = r_bloomstate.bloomheight;
4582
4583         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4584         // TODO: add exposure compensation features
4585         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4586
4587         r_refdef.view.showdebug = false;
4588         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4589
4590         R_ResetViewRendering3D();
4591
4592         R_ClearScreen(r_refdef.fogenabled);
4593         if (r_timereport_active)
4594                 R_TimeReport("HDRclear");
4595
4596         R_View_Update();
4597         if (r_timereport_active)
4598                 R_TimeReport("visibility");
4599
4600         // only do secondary renders with HDR if r_hdr is 2 or higher
4601         r_waterstate.numwaterplanes = 0;
4602         if (r_waterstate.enabled && r_hdr.integer >= 2)
4603                 R_RenderWaterPlanes();
4604
4605         r_refdef.view.showdebug = true;
4606         R_RenderScene();
4607         r_waterstate.numwaterplanes = 0;
4608
4609         R_ResetViewRendering2D();
4610
4611         R_Bloom_CopyHDRTexture();
4612         R_Bloom_MakeTexture();
4613
4614         // restore the view settings
4615         r_refdef.view.width = oldwidth;
4616         r_refdef.view.height = oldheight;
4617         r_refdef.view.colorscale = oldcolorscale;
4618
4619         R_ResetViewRendering3D();
4620
4621         R_ClearScreen(r_refdef.fogenabled);
4622         if (r_timereport_active)
4623                 R_TimeReport("viewclear");
4624 }
4625
4626 static void R_BlendView(void)
4627 {
4628         unsigned int permutation;
4629
4630         switch (vid.renderpath)
4631         {
4632         case RENDERPATH_GL20:
4633                 permutation =
4634                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4635                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4636                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4637                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4638                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4639
4640                 if (r_bloomstate.texture_screen)
4641                 {
4642                         // make sure the buffer is available
4643                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4644
4645                         R_ResetViewRendering2D();
4646                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4647                         R_Mesh_ColorPointer(NULL, 0, 0);
4648                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4649                         GL_ActiveTexture(0);CHECKGLERROR
4650
4651                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4652                         {
4653                                 // declare variables
4654                                 float speed;
4655                                 static float avgspeed;
4656
4657                                 speed = VectorLength(cl.movement_velocity);
4658
4659                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4660                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4661
4662                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4663                                 speed = bound(0, speed, 1);
4664                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4665
4666                                 // calculate values into a standard alpha
4667                                 cl.motionbluralpha = 1 - exp(-
4668                                                 (
4669                                                  (r_motionblur.value * speed / 80)
4670                                                  +
4671                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4672                                                 )
4673                                                 /
4674                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
4675                                            );
4676
4677                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4678                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4679                                 // apply the blur
4680                                 if (cl.motionbluralpha > 0)
4681                                 {
4682                                         R_SetupGenericShader(true);
4683                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4684                                         GL_Color(1, 1, 1, cl.motionbluralpha);
4685                                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4686                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4687                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4688                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4689                                 }
4690                         }
4691
4692                         // copy view into the screen texture
4693                         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
4694                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4695                 }
4696                 else if (!r_bloomstate.texture_bloom)
4697                         break; // no screen processing, no bloom, skip it
4698
4699                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4700                 {
4701                         // render simple bloom effect
4702                         // copy the screen and shrink it and darken it for the bloom process
4703                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4704                         // make the bloom texture
4705                         R_Bloom_MakeTexture();
4706                 }
4707
4708                 R_ResetViewRendering2D();
4709                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4710                 R_Mesh_ColorPointer(NULL, 0, 0);
4711                 GL_Color(1, 1, 1, 1);
4712                 GL_BlendFunc(GL_ONE, GL_ZERO);
4713                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4714                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4715                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4716                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4717                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4718                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4719                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4720                 if (r_glsl_permutation->loc_TintColor >= 0)
4721                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4722                 if (r_glsl_permutation->loc_ClientTime >= 0)
4723                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4724                 if (r_glsl_permutation->loc_PixelSize >= 0)
4725                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4726                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4727                 {
4728                         float a=0, b=0, c=0, d=0;
4729 #if _MSC_VER >= 1400
4730 #define sscanf sscanf_s
4731 #endif
4732                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4733                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4734                 }
4735                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4736                 {
4737                         float a=0, b=0, c=0, d=0;
4738                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4739                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4740                 }
4741                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4742                 {
4743                         float a=0, b=0, c=0, d=0;
4744                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4745                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4746                 }
4747                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4748                 {
4749                         float a=0, b=0, c=0, d=0;
4750                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4751                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4752                 }
4753                 if (r_glsl_permutation->loc_Saturation >= 0)
4754                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4755                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4756                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4757                 break;
4758         case RENDERPATH_GL13:
4759         case RENDERPATH_GL11:
4760                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4761                 {
4762                         // apply a color tint to the whole view
4763                         R_ResetViewRendering2D();
4764                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4765                         R_Mesh_ColorPointer(NULL, 0, 0);
4766                         R_SetupGenericShader(false);
4767                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4768                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4769                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4770                 }
4771                 break;
4772         }
4773 }
4774
4775 matrix4x4_t r_waterscrollmatrix;
4776
4777 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4778 {
4779         if (r_refdef.fog_density)
4780         {
4781                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4782                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4783                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4784
4785                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4786                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4787                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4788                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4789
4790                 {
4791                         vec3_t fogvec;
4792                         VectorCopy(r_refdef.fogcolor, fogvec);
4793                         //   color.rgb *= ContrastBoost * SceneBrightness;
4794                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4795                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4796                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4797                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4798                 }
4799         }
4800 }
4801
4802 void R_UpdateVariables(void)
4803 {
4804         R_Textures_Frame();
4805
4806         r_refdef.scene.ambient = r_ambient.value;
4807
4808         r_refdef.farclip = r_farclip_base.value;
4809         if (r_refdef.scene.worldmodel)
4810                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4811         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4812
4813         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4814                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4815         r_refdef.polygonfactor = 0;
4816         r_refdef.polygonoffset = 0;
4817         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4818         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4819
4820         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4821         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
4822         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4823         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
4824         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4825         if (r_showsurfaces.integer)
4826         {
4827                 r_refdef.scene.rtworld = false;
4828                 r_refdef.scene.rtworldshadows = false;
4829                 r_refdef.scene.rtdlight = false;
4830                 r_refdef.scene.rtdlightshadows = false;
4831                 r_refdef.lightmapintensity = 0;
4832         }
4833
4834         if (gamemode == GAME_NEHAHRA)
4835         {
4836                 if (gl_fogenable.integer)
4837                 {
4838                         r_refdef.oldgl_fogenable = true;
4839                         r_refdef.fog_density = gl_fogdensity.value;
4840                         r_refdef.fog_red = gl_fogred.value;
4841                         r_refdef.fog_green = gl_foggreen.value;
4842                         r_refdef.fog_blue = gl_fogblue.value;
4843                         r_refdef.fog_alpha = 1;
4844                         r_refdef.fog_start = 0;
4845                         r_refdef.fog_end = gl_skyclip.value;
4846                         r_refdef.fog_height = 1<<30;
4847                         r_refdef.fog_fadedepth = 128;
4848                 }
4849                 else if (r_refdef.oldgl_fogenable)
4850                 {
4851                         r_refdef.oldgl_fogenable = false;
4852                         r_refdef.fog_density = 0;
4853                         r_refdef.fog_red = 0;
4854                         r_refdef.fog_green = 0;
4855                         r_refdef.fog_blue = 0;
4856                         r_refdef.fog_alpha = 0;
4857                         r_refdef.fog_start = 0;
4858                         r_refdef.fog_end = 0;
4859                         r_refdef.fog_height = 1<<30;
4860                         r_refdef.fog_fadedepth = 128;
4861                 }
4862         }
4863
4864         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4865         r_refdef.fog_start = max(0, r_refdef.fog_start);
4866         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4867
4868         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4869
4870         if (r_refdef.fog_density && r_drawfog.integer)
4871         {
4872                 r_refdef.fogenabled = true;
4873                 // this is the point where the fog reaches 0.9986 alpha, which we
4874                 // consider a good enough cutoff point for the texture
4875                 // (0.9986 * 256 == 255.6)
4876                 if (r_fog_exp2.integer)
4877                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4878                 else
4879                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4880                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4881                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4882                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4883                 // fog color was already set
4884                 // update the fog texture
4885                 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)
4886                         R_BuildFogTexture();
4887         }
4888         else
4889                 r_refdef.fogenabled = false;
4890
4891         switch(vid.renderpath)
4892         {
4893         case RENDERPATH_GL20:
4894                 if(v_glslgamma.integer && !vid_gammatables_trivial)
4895                 {
4896                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4897                         {
4898                                 // build GLSL gamma texture
4899 #define RAMPWIDTH 256
4900                                 unsigned short ramp[RAMPWIDTH * 3];
4901                                 unsigned char rampbgr[RAMPWIDTH][4];
4902                                 int i;
4903
4904                                 r_texture_gammaramps_serial = vid_gammatables_serial;
4905
4906                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4907                                 for(i = 0; i < RAMPWIDTH; ++i)
4908                                 {
4909                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4910                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4911                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4912                                         rampbgr[i][3] = 0;
4913                                 }
4914                                 if (r_texture_gammaramps)
4915                                 {
4916                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4917                                 }
4918                                 else
4919                                 {
4920                                         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);
4921                                 }
4922                         }
4923                 }
4924                 else
4925                 {
4926                         // remove GLSL gamma texture
4927                 }
4928                 break;
4929         case RENDERPATH_GL13:
4930         case RENDERPATH_GL11:
4931                 break;
4932         }
4933 }
4934
4935 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4936 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4937 /*
4938 ================
4939 R_SelectScene
4940 ================
4941 */
4942 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4943         if( scenetype != r_currentscenetype ) {
4944                 // store the old scenetype
4945                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4946                 r_currentscenetype = scenetype;
4947                 // move in the new scene
4948                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4949         }
4950 }
4951
4952 /*
4953 ================
4954 R_GetScenePointer
4955 ================
4956 */
4957 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4958 {
4959         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4960         if( scenetype == r_currentscenetype ) {
4961                 return &r_refdef.scene;
4962         } else {
4963                 return &r_scenes_store[ scenetype ];
4964         }
4965 }
4966
4967 /*
4968 ================
4969 R_RenderView
4970 ================
4971 */
4972 void R_RenderView(void)
4973 {
4974         if (r_timereport_active)
4975                 R_TimeReport("start");
4976         r_frame++; // used only by R_GetCurrentTexture
4977         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4978
4979         R_AnimCache_ClearCache();
4980         R_FrameData_NewFrame();
4981
4982         if (r_refdef.view.isoverlay)
4983         {
4984                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4985                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4986                 R_TimeReport("depthclear");
4987
4988                 r_refdef.view.showdebug = false;
4989
4990                 r_waterstate.enabled = false;
4991                 r_waterstate.numwaterplanes = 0;
4992
4993                 R_RenderScene();
4994
4995                 CHECKGLERROR
4996                 return;
4997         }
4998
4999         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
5000                 return; //Host_Error ("R_RenderView: NULL worldmodel");
5001
5002         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
5003
5004         // break apart the view matrix into vectors for various purposes
5005         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5006         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5007         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5008         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5009         // make an inverted copy of the view matrix for tracking sprites
5010         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5011
5012         R_Shadow_UpdateWorldLightSelection();
5013
5014         R_Bloom_StartFrame();
5015         R_Water_StartFrame();
5016
5017         CHECKGLERROR
5018         if (r_timereport_active)
5019                 R_TimeReport("viewsetup");
5020
5021         R_ResetViewRendering3D();
5022
5023         if (r_refdef.view.clear || r_refdef.fogenabled)
5024         {
5025                 R_ClearScreen(r_refdef.fogenabled);
5026                 if (r_timereport_active)
5027                         R_TimeReport("viewclear");
5028         }
5029         r_refdef.view.clear = true;
5030
5031         // this produces a bloom texture to be used in R_BlendView() later
5032         if (r_hdr.integer && r_bloomstate.bloomwidth)
5033                 R_HDR_RenderBloomTexture();
5034
5035         r_refdef.view.showdebug = true;
5036
5037         R_View_Update();
5038         if (r_timereport_active)
5039                 R_TimeReport("visibility");
5040
5041         r_waterstate.numwaterplanes = 0;
5042         if (r_waterstate.enabled)
5043                 R_RenderWaterPlanes();
5044
5045         R_RenderScene();
5046         r_waterstate.numwaterplanes = 0;
5047
5048         R_BlendView();
5049         if (r_timereport_active)
5050                 R_TimeReport("blendview");
5051
5052         GL_Scissor(0, 0, vid.width, vid.height);
5053         GL_ScissorTest(false);
5054         CHECKGLERROR
5055 }
5056
5057 void R_RenderWaterPlanes(void)
5058 {
5059         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5060         {
5061                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5062                 if (r_timereport_active)
5063                         R_TimeReport("waterworld");
5064         }
5065
5066         // don't let sound skip if going slow
5067         if (r_refdef.scene.extraupdate)
5068                 S_ExtraUpdate ();
5069
5070         R_DrawModelsAddWaterPlanes();
5071         if (r_timereport_active)
5072                 R_TimeReport("watermodels");
5073
5074         if (r_waterstate.numwaterplanes)
5075         {
5076                 R_Water_ProcessPlanes();
5077                 if (r_timereport_active)
5078                         R_TimeReport("waterscenes");
5079         }
5080 }
5081
5082 extern void R_DrawLightningBeams (void);
5083 extern void VM_CL_AddPolygonsToMeshQueue (void);
5084 extern void R_DrawPortals (void);
5085 extern cvar_t cl_locs_show;
5086 static void R_DrawLocs(void);
5087 static void R_DrawEntityBBoxes(void);
5088 static void R_DrawModelDecals(void);
5089 extern cvar_t cl_decals_newsystem;
5090 void R_RenderScene(void)
5091 {
5092         r_refdef.stats.renders++;
5093
5094         R_UpdateFogColor();
5095
5096         // don't let sound skip if going slow
5097         if (r_refdef.scene.extraupdate)
5098                 S_ExtraUpdate ();
5099
5100         R_MeshQueue_BeginScene();
5101
5102         R_SkyStartFrame();
5103
5104         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);
5105
5106         if (cl.csqc_vidvars.drawworld)
5107         {
5108                 // don't let sound skip if going slow
5109                 if (r_refdef.scene.extraupdate)
5110                         S_ExtraUpdate ();
5111
5112                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5113                 {
5114                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5115                         if (r_timereport_active)
5116                                 R_TimeReport("worldsky");
5117                 }
5118
5119                 if (R_DrawBrushModelsSky() && r_timereport_active)
5120                         R_TimeReport("bmodelsky");
5121
5122                 if (skyrendermasked && skyrenderlater)
5123                 {
5124                         // we have to force off the water clipping plane while rendering sky
5125                         R_SetupView(false);
5126                         R_Sky();
5127                         R_SetupView(true);
5128                         if (r_timereport_active)
5129                                 R_TimeReport("sky");
5130                 }
5131         }
5132
5133         R_AnimCache_CacheVisibleEntities();
5134         if (r_timereport_active)
5135                 R_TimeReport("animation");
5136
5137         R_PrepareRTLights();
5138         if (r_timereport_active)
5139                 R_TimeReport("preplights");
5140
5141         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5142         {
5143                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5144                 if (r_timereport_active)
5145                         R_TimeReport("worlddepth");
5146         }
5147         if (r_depthfirst.integer >= 2)
5148         {
5149                 R_DrawModelsDepth();
5150                 if (r_timereport_active)
5151                         R_TimeReport("modeldepth");
5152         }
5153
5154         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5155         {
5156                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5157                 if (r_timereport_active)
5158                         R_TimeReport("world");
5159         }
5160
5161         // don't let sound skip if going slow
5162         if (r_refdef.scene.extraupdate)
5163                 S_ExtraUpdate ();
5164
5165         R_DrawModels();
5166         if (r_timereport_active)
5167                 R_TimeReport("models");
5168
5169         // don't let sound skip if going slow
5170         if (r_refdef.scene.extraupdate)
5171                 S_ExtraUpdate ();
5172
5173         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5174         {
5175                 R_DrawModelShadows();
5176                 R_ResetViewRendering3D();
5177                 // don't let sound skip if going slow
5178                 if (r_refdef.scene.extraupdate)
5179                         S_ExtraUpdate ();
5180         }
5181
5182         R_ShadowVolumeLighting(false);
5183         if (r_timereport_active)
5184                 R_TimeReport("rtlights");
5185
5186         // don't let sound skip if going slow
5187         if (r_refdef.scene.extraupdate)
5188                 S_ExtraUpdate ();
5189
5190         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5191         {
5192                 R_DrawModelShadows();
5193                 R_ResetViewRendering3D();
5194                 // don't let sound skip if going slow
5195                 if (r_refdef.scene.extraupdate)
5196                         S_ExtraUpdate ();
5197         }
5198
5199         if (cl.csqc_vidvars.drawworld)
5200         {
5201                 if (cl_decals_newsystem.integer)
5202                 {
5203                         R_DrawModelDecals();
5204                         if (r_timereport_active)
5205                                 R_TimeReport("modeldecals");
5206                 }
5207                 else
5208                 {
5209                         R_DrawDecals();
5210                         if (r_timereport_active)
5211                                 R_TimeReport("decals");
5212                 }
5213
5214                 R_DrawParticles();
5215                 if (r_timereport_active)
5216                         R_TimeReport("particles");
5217
5218                 R_DrawExplosions();
5219                 if (r_timereport_active)
5220                         R_TimeReport("explosions");
5221
5222                 R_DrawLightningBeams();
5223                 if (r_timereport_active)
5224                         R_TimeReport("lightning");
5225         }
5226
5227         R_SetupGenericShader(true);
5228         VM_CL_AddPolygonsToMeshQueue();
5229
5230         if (r_refdef.view.showdebug)
5231         {
5232                 if (cl_locs_show.integer)
5233                 {
5234                         R_DrawLocs();
5235                         if (r_timereport_active)
5236                                 R_TimeReport("showlocs");
5237                 }
5238
5239                 if (r_drawportals.integer)
5240                 {
5241                         R_DrawPortals();
5242                         if (r_timereport_active)
5243                                 R_TimeReport("portals");
5244                 }
5245
5246                 if (r_showbboxes.value > 0)
5247                 {
5248                         R_DrawEntityBBoxes();
5249                         if (r_timereport_active)
5250                                 R_TimeReport("bboxes");
5251                 }
5252         }
5253
5254         R_SetupGenericShader(true);
5255         R_MeshQueue_RenderTransparent();
5256         if (r_timereport_active)
5257                 R_TimeReport("drawtrans");
5258
5259         R_SetupGenericShader(true);
5260
5261         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))
5262         {
5263                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5264                 if (r_timereport_active)
5265                         R_TimeReport("worlddebug");
5266                 R_DrawModelsDebug();
5267                 if (r_timereport_active)
5268                         R_TimeReport("modeldebug");
5269         }
5270
5271         R_SetupGenericShader(true);
5272
5273         if (cl.csqc_vidvars.drawworld)
5274         {
5275                 R_DrawCoronas();
5276                 if (r_timereport_active)
5277                         R_TimeReport("coronas");
5278         }
5279
5280         // don't let sound skip if going slow
5281         if (r_refdef.scene.extraupdate)
5282                 S_ExtraUpdate ();
5283
5284         R_ResetViewRendering2D();
5285 }
5286
5287 static const unsigned short bboxelements[36] =
5288 {
5289         5, 1, 3, 5, 3, 7,
5290         6, 2, 0, 6, 0, 4,
5291         7, 3, 2, 7, 2, 6,
5292         4, 0, 1, 4, 1, 5,
5293         4, 5, 7, 4, 7, 6,
5294         1, 0, 2, 1, 2, 3,
5295 };
5296
5297 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5298 {
5299         int i;
5300         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5301
5302         RSurf_ActiveWorldEntity();
5303
5304         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5305         GL_DepthMask(false);
5306         GL_DepthRange(0, 1);
5307         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5308         R_Mesh_ResetTextureState();
5309
5310         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5311         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5312         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5313         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5314         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5315         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5316         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5317         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5318         R_FillColors(color4f, 8, cr, cg, cb, ca);
5319         if (r_refdef.fogenabled)
5320         {
5321                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5322                 {
5323                         f1 = RSurf_FogVertex(v);
5324                         f2 = 1 - f1;
5325                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5326                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5327                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5328                 }
5329         }
5330         R_Mesh_VertexPointer(vertex3f, 0, 0);
5331         R_Mesh_ColorPointer(color4f, 0, 0);
5332         R_Mesh_ResetTextureState();
5333         R_SetupGenericShader(false);
5334         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5335 }
5336
5337 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5338 {
5339         int i;
5340         float color[4];
5341         prvm_edict_t *edict;
5342         prvm_prog_t *prog_save = prog;
5343
5344         // this function draws bounding boxes of server entities
5345         if (!sv.active)
5346                 return;
5347
5348         GL_CullFace(GL_NONE);
5349         R_SetupGenericShader(false);
5350
5351         prog = 0;
5352         SV_VM_Begin();
5353         for (i = 0;i < numsurfaces;i++)
5354         {
5355                 edict = PRVM_EDICT_NUM(surfacelist[i]);
5356                 switch ((int)edict->fields.server->solid)
5357                 {
5358                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
5359                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
5360                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
5361                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5362                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
5363                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
5364                 }
5365                 color[3] *= r_showbboxes.value;
5366                 color[3] = bound(0, color[3], 1);
5367                 GL_DepthTest(!r_showdisabledepthtest.integer);
5368                 GL_CullFace(r_refdef.view.cullface_front);
5369                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5370         }
5371         SV_VM_End();
5372         prog = prog_save;
5373 }
5374
5375 static void R_DrawEntityBBoxes(void)
5376 {
5377         int i;
5378         prvm_edict_t *edict;
5379         vec3_t center;
5380         prvm_prog_t *prog_save = prog;
5381
5382         // this function draws bounding boxes of server entities
5383         if (!sv.active)
5384                 return;
5385
5386         prog = 0;
5387         SV_VM_Begin();
5388         for (i = 0;i < prog->num_edicts;i++)
5389         {
5390                 edict = PRVM_EDICT_NUM(i);
5391                 if (edict->priv.server->free)
5392                         continue;
5393                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5394                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5395                         continue;
5396                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5397                         continue;
5398                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5399                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5400         }
5401         SV_VM_End();
5402         prog = prog_save;
5403 }
5404
5405 static const int nomodelelement3i[24] =
5406 {
5407         5, 2, 0,
5408         5, 1, 2,
5409         5, 0, 3,
5410         5, 3, 1,
5411         0, 2, 4,
5412         2, 1, 4,
5413         3, 0, 4,
5414         1, 3, 4
5415 };
5416
5417 static const unsigned short nomodelelement3s[24] =
5418 {
5419         5, 2, 0,
5420         5, 1, 2,
5421         5, 0, 3,
5422         5, 3, 1,
5423         0, 2, 4,
5424         2, 1, 4,
5425         3, 0, 4,
5426         1, 3, 4
5427 };
5428
5429 static const float nomodelvertex3f[6*3] =
5430 {
5431         -16,   0,   0,
5432          16,   0,   0,
5433           0, -16,   0,
5434           0,  16,   0,
5435           0,   0, -16,
5436           0,   0,  16
5437 };
5438
5439 static const float nomodelcolor4f[6*4] =
5440 {
5441         0.0f, 0.0f, 0.5f, 1.0f,
5442         0.0f, 0.0f, 0.5f, 1.0f,
5443         0.0f, 0.5f, 0.0f, 1.0f,
5444         0.0f, 0.5f, 0.0f, 1.0f,
5445         0.5f, 0.0f, 0.0f, 1.0f,
5446         0.5f, 0.0f, 0.0f, 1.0f
5447 };
5448
5449 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5450 {
5451         int i;
5452         float f1, f2, *c;
5453         float color4f[6*4];
5454
5455         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);
5456
5457         // this is only called once per entity so numsurfaces is always 1, and
5458         // surfacelist is always {0}, so this code does not handle batches
5459
5460         if (rsurface.ent_flags & RENDER_ADDITIVE)
5461         {
5462                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5463                 GL_DepthMask(false);
5464         }
5465         else if (rsurface.ent_color[3] < 1)
5466         {
5467                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5468                 GL_DepthMask(false);
5469         }
5470         else
5471         {
5472                 GL_BlendFunc(GL_ONE, GL_ZERO);
5473                 GL_DepthMask(true);
5474         }
5475         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5476         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5477         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5478         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5479         R_SetupGenericShader(false);
5480         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5481         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5482         R_Mesh_ColorPointer(color4f, 0, 0);
5483         for (i = 0, c = color4f;i < 6;i++, c += 4)
5484         {
5485                 c[0] *= rsurface.ent_color[0];
5486                 c[1] *= rsurface.ent_color[1];
5487                 c[2] *= rsurface.ent_color[2];
5488                 c[3] *= rsurface.ent_color[3];
5489         }
5490         if (r_refdef.fogenabled)
5491         {
5492                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5493                 {
5494                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5495                         f2 = 1 - f1;
5496                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5497                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5498                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5499                 }
5500         }
5501         R_Mesh_ResetTextureState();
5502         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5503 }
5504
5505 void R_DrawNoModel(entity_render_t *ent)
5506 {
5507         vec3_t org;
5508         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5509         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5510                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5511         else
5512                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5513 }
5514
5515 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5516 {
5517         vec3_t right1, right2, diff, normal;
5518
5519         VectorSubtract (org2, org1, normal);
5520
5521         // calculate 'right' vector for start
5522         VectorSubtract (r_refdef.view.origin, org1, diff);
5523         CrossProduct (normal, diff, right1);
5524         VectorNormalize (right1);
5525
5526         // calculate 'right' vector for end
5527         VectorSubtract (r_refdef.view.origin, org2, diff);
5528         CrossProduct (normal, diff, right2);
5529         VectorNormalize (right2);
5530
5531         vert[ 0] = org1[0] + width * right1[0];
5532         vert[ 1] = org1[1] + width * right1[1];
5533         vert[ 2] = org1[2] + width * right1[2];
5534         vert[ 3] = org1[0] - width * right1[0];
5535         vert[ 4] = org1[1] - width * right1[1];
5536         vert[ 5] = org1[2] - width * right1[2];
5537         vert[ 6] = org2[0] - width * right2[0];
5538         vert[ 7] = org2[1] - width * right2[1];
5539         vert[ 8] = org2[2] - width * right2[2];
5540         vert[ 9] = org2[0] + width * right2[0];
5541         vert[10] = org2[1] + width * right2[1];
5542         vert[11] = org2[2] + width * right2[2];
5543 }
5544
5545 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)
5546 {
5547         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5548         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5549         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5550         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5551         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5552         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5553         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5554         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5555         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5556         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5557         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5558         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5559 }
5560
5561 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5562 {
5563         int i;
5564         float *vertex3f;
5565         float v[3];
5566         VectorSet(v, x, y, z);
5567         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5568                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5569                         break;
5570         if (i == mesh->numvertices)
5571         {
5572                 if (mesh->numvertices < mesh->maxvertices)
5573                 {
5574                         VectorCopy(v, vertex3f);
5575                         mesh->numvertices++;
5576                 }
5577                 return mesh->numvertices;
5578         }
5579         else
5580                 return i;
5581 }
5582
5583 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5584 {
5585         int i;
5586         int *e, element[3];
5587         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5588         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5589         e = mesh->element3i + mesh->numtriangles * 3;
5590         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5591         {
5592                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5593                 if (mesh->numtriangles < mesh->maxtriangles)
5594                 {
5595                         *e++ = element[0];
5596                         *e++ = element[1];
5597                         *e++ = element[2];
5598                         mesh->numtriangles++;
5599                 }
5600                 element[1] = element[2];
5601         }
5602 }
5603
5604 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5605 {
5606         int i;
5607         int *e, element[3];
5608         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5609         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5610         e = mesh->element3i + mesh->numtriangles * 3;
5611         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5612         {
5613                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5614                 if (mesh->numtriangles < mesh->maxtriangles)
5615                 {
5616                         *e++ = element[0];
5617                         *e++ = element[1];
5618                         *e++ = element[2];
5619                         mesh->numtriangles++;
5620                 }
5621                 element[1] = element[2];
5622         }
5623 }
5624
5625 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5626 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5627 {
5628         int planenum, planenum2;
5629         int w;
5630         int tempnumpoints;
5631         mplane_t *plane, *plane2;
5632         double maxdist;
5633         double temppoints[2][256*3];
5634         // figure out how large a bounding box we need to properly compute this brush
5635         maxdist = 0;
5636         for (w = 0;w < numplanes;w++)
5637                 maxdist = max(maxdist, fabs(planes[w].dist));
5638         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5639         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5640         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5641         {
5642                 w = 0;
5643                 tempnumpoints = 4;
5644                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5645                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5646                 {
5647                         if (planenum2 == planenum)
5648                                 continue;
5649                         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);
5650                         w = !w;
5651                 }
5652                 if (tempnumpoints < 3)
5653                         continue;
5654                 // generate elements forming a triangle fan for this polygon
5655                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5656         }
5657 }
5658
5659 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)
5660 {
5661         texturelayer_t *layer;
5662         layer = t->currentlayers + t->currentnumlayers++;
5663         layer->type = type;
5664         layer->depthmask = depthmask;
5665         layer->blendfunc1 = blendfunc1;
5666         layer->blendfunc2 = blendfunc2;
5667         layer->texture = texture;
5668         layer->texmatrix = *matrix;
5669         layer->color[0] = r * r_refdef.view.colorscale;
5670         layer->color[1] = g * r_refdef.view.colorscale;
5671         layer->color[2] = b * r_refdef.view.colorscale;
5672         layer->color[3] = a;
5673 }
5674
5675 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5676 {
5677         double index, f;
5678         index = parms[2] + r_refdef.scene.time * parms[3];
5679         index -= floor(index);
5680         switch (func)
5681         {
5682         default:
5683         case Q3WAVEFUNC_NONE:
5684         case Q3WAVEFUNC_NOISE:
5685         case Q3WAVEFUNC_COUNT:
5686                 f = 0;
5687                 break;
5688         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5689         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5690         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5691         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5692         case Q3WAVEFUNC_TRIANGLE:
5693                 index *= 4;
5694                 f = index - floor(index);
5695                 if (index < 1)
5696                         f = f;
5697                 else if (index < 2)
5698                         f = 1 - f;
5699                 else if (index < 3)
5700                         f = -f;
5701                 else
5702                         f = -(1 - f);
5703                 break;
5704         }
5705         return (float)(parms[0] + parms[1] * f);
5706 }
5707
5708 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5709 {
5710         int w, h, idx;
5711         float f;
5712         float tcmat[12];
5713         matrix4x4_t matrix, temp;
5714         switch(tcmod->tcmod)
5715         {
5716                 case Q3TCMOD_COUNT:
5717                 case Q3TCMOD_NONE:
5718                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5719                                 matrix = r_waterscrollmatrix;
5720                         else
5721                                 matrix = identitymatrix;
5722                         break;
5723                 case Q3TCMOD_ENTITYTRANSLATE:
5724                         // this is used in Q3 to allow the gamecode to control texcoord
5725                         // scrolling on the entity, which is not supported in darkplaces yet.
5726                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5727                         break;
5728                 case Q3TCMOD_ROTATE:
5729                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5730                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5731                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5732                         break;
5733                 case Q3TCMOD_SCALE:
5734                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5735                         break;
5736                 case Q3TCMOD_SCROLL:
5737                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5738                         break;
5739                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5740                         w = (int) tcmod->parms[0];
5741                         h = (int) tcmod->parms[1];
5742                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5743                         f = f - floor(f);
5744                         idx = (int) floor(f * w * h);
5745                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5746                         break;
5747                 case Q3TCMOD_STRETCH:
5748                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5749                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5750                         break;
5751                 case Q3TCMOD_TRANSFORM:
5752                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5753                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5754                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5755                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5756                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5757                         break;
5758                 case Q3TCMOD_TURBULENT:
5759                         // this is handled in the RSurf_PrepareVertices function
5760                         matrix = identitymatrix;
5761                         break;
5762         }
5763         temp = *texmatrix;
5764         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5765 }
5766
5767 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5768 {
5769         int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5770         char name[MAX_QPATH];
5771         skinframe_t *skinframe;
5772         unsigned char pixels[296*194];
5773         strlcpy(cache->name, skinname, sizeof(cache->name));
5774         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5775         if (developer_loading.integer)
5776                 Con_Printf("loading %s\n", name);
5777         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5778         if (!skinframe || !skinframe->base)
5779         {
5780                 unsigned char *f;
5781                 fs_offset_t filesize;
5782                 skinframe = NULL;
5783                 f = FS_LoadFile(name, tempmempool, true, &filesize);
5784                 if (f)
5785                 {
5786                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5787                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5788                         Mem_Free(f);
5789                 }
5790         }
5791         cache->skinframe = skinframe;
5792 }
5793
5794 texture_t *R_GetCurrentTexture(texture_t *t)
5795 {
5796         int i;
5797         const entity_render_t *ent = rsurface.entity;
5798         dp_model_t *model = ent->model;
5799         q3shaderinfo_layer_tcmod_t *tcmod;
5800
5801         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5802                 return t->currentframe;
5803         t->update_lastrenderframe = r_frame;
5804         t->update_lastrenderentity = (void *)ent;
5805
5806         // switch to an alternate material if this is a q1bsp animated material
5807         {
5808                 texture_t *texture = t;
5809                 int s = rsurface.ent_skinnum;
5810                 if ((unsigned int)s >= (unsigned int)model->numskins)
5811                         s = 0;
5812                 if (model->skinscenes)
5813                 {
5814                         if (model->skinscenes[s].framecount > 1)
5815                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5816                         else
5817                                 s = model->skinscenes[s].firstframe;
5818                 }
5819                 if (s > 0)
5820                         t = t + s * model->num_surfaces;
5821                 if (t->animated)
5822                 {
5823                         // use an alternate animation if the entity's frame is not 0,
5824                         // and only if the texture has an alternate animation
5825                         if (rsurface.ent_alttextures && t->anim_total[1])
5826                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5827                         else
5828                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5829                 }
5830                 texture->currentframe = t;
5831         }
5832
5833         // update currentskinframe to be a qw skin or animation frame
5834         if (rsurface.ent_qwskin >= 0)
5835         {
5836                 i = rsurface.ent_qwskin;
5837                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5838                 {
5839                         r_qwskincache_size = cl.maxclients;
5840                         if (r_qwskincache)
5841                                 Mem_Free(r_qwskincache);
5842                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5843                 }
5844                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5845                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5846                 t->currentskinframe = r_qwskincache[i].skinframe;
5847                 if (t->currentskinframe == NULL)
5848                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5849         }
5850         else if (t->numskinframes >= 2)
5851                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5852         if (t->backgroundnumskinframes >= 2)
5853                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5854
5855         t->currentmaterialflags = t->basematerialflags;
5856         t->currentalpha = rsurface.ent_color[3];
5857         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5858                 t->currentalpha *= r_wateralpha.value;
5859         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5860                 t->currentalpha *= t->r_water_wateralpha;
5861         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5862                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5863         if (!(rsurface.ent_flags & RENDER_LIGHT))
5864                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5865         else if (rsurface.modeltexcoordlightmap2f == NULL)
5866         {
5867                 // pick a model lighting mode
5868                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5869                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5870                 else
5871                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5872         }
5873         if (rsurface.ent_flags & RENDER_ADDITIVE)
5874                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5875         else if (t->currentalpha < 1)
5876                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5877         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5878                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5879         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5880                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5881         if (t->backgroundnumskinframes)
5882                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5883         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5884         {
5885                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5886                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5887         }
5888         else
5889                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5890
5891         // there is no tcmod
5892         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5893         {
5894                 t->currenttexmatrix = r_waterscrollmatrix;
5895                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5896         }
5897         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5898         {
5899                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5900                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5901         }
5902
5903         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5904                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5905         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5906                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5907
5908         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5909         if (t->currentskinframe->qpixels)
5910                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
5911         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5912         t->glosstexture = r_texture_black;
5913         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5914         t->backgroundglosstexture = r_texture_black;
5915         t->specularpower = r_shadow_glossexponent.value;
5916         // TODO: store reference values for these in the texture?
5917         t->specularscale = 0;
5918         if (r_shadow_gloss.integer > 0)
5919         {
5920                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5921                 {
5922                         if (r_shadow_glossintensity.value > 0)
5923                         {
5924                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5925                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5926                                 t->specularscale = r_shadow_glossintensity.value;
5927                         }
5928                 }
5929                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5930                 {
5931                         t->glosstexture = r_texture_white;
5932                         t->backgroundglosstexture = r_texture_white;
5933                         t->specularscale = r_shadow_gloss2intensity.value;
5934                         t->specularpower = r_shadow_gloss2exponent.value;
5935                 }
5936         }
5937         t->specularscale *= t->specularscalemod;
5938         t->specularpower *= t->specularpowermod;
5939
5940         // lightmaps mode looks bad with dlights using actual texturing, so turn
5941         // off the colormap and glossmap, but leave the normalmap on as it still
5942         // accurately represents the shading involved
5943         if (gl_lightmaps.integer)
5944         {
5945                 t->basetexture = r_texture_grey128;
5946                 t->backgroundbasetexture = NULL;
5947                 t->specularscale = 0;
5948                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5949         }
5950
5951         Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5952         VectorClear(t->dlightcolor);
5953         t->currentnumlayers = 0;
5954         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5955         {
5956                 int layerflags = 0;
5957                 int blendfunc1, blendfunc2;
5958                 qboolean depthmask;
5959                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5960                 {
5961                         blendfunc1 = GL_SRC_ALPHA;
5962                         blendfunc2 = GL_ONE;
5963                 }
5964                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5965                 {
5966                         blendfunc1 = GL_SRC_ALPHA;
5967                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5968                 }
5969                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5970                 {
5971                         blendfunc1 = t->customblendfunc[0];
5972                         blendfunc2 = t->customblendfunc[1];
5973                 }
5974                 else
5975                 {
5976                         blendfunc1 = GL_ONE;
5977                         blendfunc2 = GL_ZERO;
5978                 }
5979                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5980                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5981                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5982                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5983                 {
5984                         // fullbright is not affected by r_refdef.lightmapintensity
5985                         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]);
5986                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5987                                 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]);
5988                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5989                                 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]);
5990                 }
5991                 else
5992                 {
5993                         vec3_t ambientcolor;
5994                         float colorscale;
5995                         // set the color tint used for lights affecting this surface
5996                         VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
5997                         colorscale = 2;
5998                         // q3bsp has no lightmap updates, so the lightstylevalue that
5999                         // would normally be baked into the lightmap must be
6000                         // applied to the color
6001                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
6002                         if (model->type == mod_brushq3)
6003                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
6004                         colorscale *= r_refdef.lightmapintensity;
6005                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
6006                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
6007                         // basic lit geometry
6008                         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]);
6009                         // add pants/shirt if needed
6010                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6011                                 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]);
6012                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6013                                 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]);
6014                         // now add ambient passes if needed
6015                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
6016                         {
6017                                 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]);
6018                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6019                                         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]);
6020                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6021                                         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]);
6022                         }
6023                 }
6024                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
6025                         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]);
6026                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
6027                 {
6028                         // if this is opaque use alpha blend which will darken the earlier
6029                         // passes cheaply.
6030                         //
6031                         // if this is an alpha blended material, all the earlier passes
6032                         // were darkened by fog already, so we only need to add the fog
6033                         // color ontop through the fog mask texture
6034                         //
6035                         // if this is an additive blended material, all the earlier passes
6036                         // were darkened by fog already, and we should not add fog color
6037                         // (because the background was not darkened, there is no fog color
6038                         // that was lost behind it).
6039                         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]);
6040                 }
6041         }
6042
6043         return t->currentframe;
6044 }
6045
6046 rsurfacestate_t rsurface;
6047
6048 void R_Mesh_ResizeArrays(int newvertices)
6049 {
6050         float *base;
6051         if (rsurface.array_size >= newvertices)
6052                 return;
6053         if (rsurface.array_modelvertex3f)
6054                 Mem_Free(rsurface.array_modelvertex3f);
6055         rsurface.array_size = (newvertices + 1023) & ~1023;
6056         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
6057         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
6058         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
6059         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
6060         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
6061         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
6062         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
6063         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
6064         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
6065         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
6066         rsurface.array_color4f           = base + rsurface.array_size * 27;
6067         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
6068 }
6069
6070 void RSurf_ActiveWorldEntity(void)
6071 {
6072         dp_model_t *model = r_refdef.scene.worldmodel;
6073         //if (rsurface.entity == r_refdef.scene.worldentity)
6074         //      return;
6075         rsurface.entity = r_refdef.scene.worldentity;
6076         rsurface.skeleton = NULL;
6077         rsurface.ent_skinnum = 0;
6078         rsurface.ent_qwskin = -1;
6079         rsurface.ent_shadertime = 0;
6080         Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
6081         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
6082         if (rsurface.array_size < model->surfmesh.num_vertices)
6083                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6084         rsurface.matrix = identitymatrix;
6085         rsurface.inversematrix = identitymatrix;
6086         rsurface.matrixscale = 1;
6087         rsurface.inversematrixscale = 1;
6088         R_Mesh_Matrix(&identitymatrix);
6089         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
6090         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6091         rsurface.fograngerecip = r_refdef.fograngerecip;
6092         rsurface.fogheightfade = r_refdef.fogheightfade;
6093         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6094         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6095         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6096         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6097         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6098         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6099         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6100         VectorSet(rsurface.glowmod, 1, 1, 1);
6101         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6102         rsurface.frameblend[0].lerp = 1;
6103         rsurface.ent_alttextures = false;
6104         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6105         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6106         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6107         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6108         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6109         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6110         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6111         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6112         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6113         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6114         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6115         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6116         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6117         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6118         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6119         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6120         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6121         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6122         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6123         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6124         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6125         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6126         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6127         rsurface.modelelement3i = model->surfmesh.data_element3i;
6128         rsurface.modelelement3s = model->surfmesh.data_element3s;
6129         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6130         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6131         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6132         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6133         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6134         rsurface.modelsurfaces = model->data_surfaces;
6135         rsurface.generatedvertex = false;
6136         rsurface.vertex3f  = rsurface.modelvertex3f;
6137         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6138         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6139         rsurface.svector3f = rsurface.modelsvector3f;
6140         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6141         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6142         rsurface.tvector3f = rsurface.modeltvector3f;
6143         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6144         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6145         rsurface.normal3f  = rsurface.modelnormal3f;
6146         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6147         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6148         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6149 }
6150
6151 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6152 {
6153         dp_model_t *model = ent->model;
6154         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6155         //      return;
6156         rsurface.entity = (entity_render_t *)ent;
6157         rsurface.skeleton = ent->skeleton;
6158         rsurface.ent_skinnum = ent->skinnum;
6159         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;
6160         rsurface.ent_shadertime = ent->shadertime;
6161         Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6162         rsurface.ent_flags = ent->flags;
6163         if (rsurface.array_size < model->surfmesh.num_vertices)
6164                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6165         rsurface.matrix = ent->matrix;
6166         rsurface.inversematrix = ent->inversematrix;
6167         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6168         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6169         R_Mesh_Matrix(&rsurface.matrix);
6170         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6171         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6172         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6173         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6174         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6175         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6176         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6177         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6178         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6179         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6180         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6181         VectorCopy(ent->glowmod, rsurface.glowmod);
6182         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6183         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6184         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6185         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6186         if (ent->model->brush.submodel)
6187         {
6188                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6189                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6190         }
6191         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6192         {
6193                 if (ent->animcache_vertex3f && !r_framedata_failed)
6194                 {
6195                         rsurface.modelvertex3f = ent->animcache_vertex3f;
6196                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
6197                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
6198                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
6199                 }
6200                 else if (wanttangents)
6201                 {
6202                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6203                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6204                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6205                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6206                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6207                 }
6208                 else if (wantnormals)
6209                 {
6210                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6211                         rsurface.modelsvector3f = NULL;
6212                         rsurface.modeltvector3f = NULL;
6213                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6214                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6215                 }
6216                 else
6217                 {
6218                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6219                         rsurface.modelsvector3f = NULL;
6220                         rsurface.modeltvector3f = NULL;
6221                         rsurface.modelnormal3f = NULL;
6222                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6223                 }
6224                 rsurface.modelvertex3f_bufferobject = 0;
6225                 rsurface.modelvertex3f_bufferoffset = 0;
6226                 rsurface.modelsvector3f_bufferobject = 0;
6227                 rsurface.modelsvector3f_bufferoffset = 0;
6228                 rsurface.modeltvector3f_bufferobject = 0;
6229                 rsurface.modeltvector3f_bufferoffset = 0;
6230                 rsurface.modelnormal3f_bufferobject = 0;
6231                 rsurface.modelnormal3f_bufferoffset = 0;
6232                 rsurface.generatedvertex = true;
6233         }
6234         else
6235         {
6236                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6237                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6238                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6239                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6240                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6241                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6242                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6243                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6244                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6245                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6246                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6247                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6248                 rsurface.generatedvertex = false;
6249         }
6250         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6251         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6252         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6253         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6254         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6255         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6256         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6257         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6258         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6259         rsurface.modelelement3i = model->surfmesh.data_element3i;
6260         rsurface.modelelement3s = model->surfmesh.data_element3s;
6261         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6262         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6263         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6264         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6265         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6266         rsurface.modelsurfaces = model->data_surfaces;
6267         rsurface.vertex3f  = rsurface.modelvertex3f;
6268         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6269         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6270         rsurface.svector3f = rsurface.modelsvector3f;
6271         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6272         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6273         rsurface.tvector3f = rsurface.modeltvector3f;
6274         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6275         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6276         rsurface.normal3f  = rsurface.modelnormal3f;
6277         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6278         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6279         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6280 }
6281
6282 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)
6283 {
6284         rsurface.entity = r_refdef.scene.worldentity;
6285         rsurface.skeleton = NULL;
6286         rsurface.ent_skinnum = 0;
6287         rsurface.ent_qwskin = -1;
6288         rsurface.ent_shadertime = shadertime;
6289         Vector4Set(rsurface.ent_color, r, g, b, a);
6290         rsurface.ent_flags = entflags;
6291         rsurface.modelnum_vertices = numvertices;
6292         rsurface.modelnum_triangles = numtriangles;
6293         if (rsurface.array_size < rsurface.modelnum_vertices)
6294                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6295         rsurface.matrix = *matrix;
6296         rsurface.inversematrix = *inversematrix;
6297         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6298         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6299         R_Mesh_Matrix(&rsurface.matrix);
6300         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6301         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6302         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6303         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6304         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6305         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6306         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6307         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6308         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6309         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6310         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6311         VectorSet(rsurface.glowmod, 1, 1, 1);
6312         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6313         rsurface.frameblend[0].lerp = 1;
6314         rsurface.ent_alttextures = false;
6315         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6316         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6317         if (wanttangents)
6318         {
6319                 rsurface.modelvertex3f = vertex3f;
6320                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6321                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6322                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6323         }
6324         else if (wantnormals)
6325         {
6326                 rsurface.modelvertex3f = vertex3f;
6327                 rsurface.modelsvector3f = NULL;
6328                 rsurface.modeltvector3f = NULL;
6329                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6330         }
6331         else
6332         {
6333                 rsurface.modelvertex3f = vertex3f;
6334                 rsurface.modelsvector3f = NULL;
6335                 rsurface.modeltvector3f = NULL;
6336                 rsurface.modelnormal3f = NULL;
6337         }
6338         rsurface.modelvertex3f_bufferobject = 0;
6339         rsurface.modelvertex3f_bufferoffset = 0;
6340         rsurface.modelsvector3f_bufferobject = 0;
6341         rsurface.modelsvector3f_bufferoffset = 0;
6342         rsurface.modeltvector3f_bufferobject = 0;
6343         rsurface.modeltvector3f_bufferoffset = 0;
6344         rsurface.modelnormal3f_bufferobject = 0;
6345         rsurface.modelnormal3f_bufferoffset = 0;
6346         rsurface.generatedvertex = true;
6347         rsurface.modellightmapcolor4f  = color4f;
6348         rsurface.modellightmapcolor4f_bufferobject = 0;
6349         rsurface.modellightmapcolor4f_bufferoffset = 0;
6350         rsurface.modeltexcoordtexture2f  = texcoord2f;
6351         rsurface.modeltexcoordtexture2f_bufferobject = 0;
6352         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6353         rsurface.modeltexcoordlightmap2f  = NULL;
6354         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6355         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6356         rsurface.modelelement3i = element3i;
6357         rsurface.modelelement3s = element3s;
6358         rsurface.modelelement3i_bufferobject = 0;
6359         rsurface.modelelement3s_bufferobject = 0;
6360         rsurface.modellightmapoffsets = NULL;
6361         rsurface.modelsurfaces = NULL;
6362         rsurface.vertex3f  = rsurface.modelvertex3f;
6363         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6364         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6365         rsurface.svector3f = rsurface.modelsvector3f;
6366         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6367         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6368         rsurface.tvector3f = rsurface.modeltvector3f;
6369         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6370         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6371         rsurface.normal3f  = rsurface.modelnormal3f;
6372         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6373         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6374         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6375
6376         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6377         {
6378                 if ((wantnormals || wanttangents) && !normal3f)
6379                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6380                 if (wanttangents && !svector3f)
6381                         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);
6382         }
6383 }
6384
6385 float RSurf_FogPoint(const float *v)
6386 {
6387         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6388         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6389         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6390         float FogHeightFade = r_refdef.fogheightfade;
6391         float fogfrac;
6392         unsigned int fogmasktableindex;
6393         if (r_refdef.fogplaneviewabove)
6394                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6395         else
6396                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6397         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6398         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6399 }
6400
6401 float RSurf_FogVertex(const float *v)
6402 {
6403         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6404         float FogPlaneViewDist = rsurface.fogplaneviewdist;
6405         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6406         float FogHeightFade = rsurface.fogheightfade;
6407         float fogfrac;
6408         unsigned int fogmasktableindex;
6409         if (r_refdef.fogplaneviewabove)
6410                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6411         else
6412                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6413         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6414         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6415 }
6416
6417 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6418 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6419 {
6420         int deformindex;
6421         int texturesurfaceindex;
6422         int i, j;
6423         float amplitude;
6424         float animpos;
6425         float scale;
6426         const float *v1, *in_tc;
6427         float *out_tc;
6428         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6429         float waveparms[4];
6430         q3shaderinfo_deform_t *deform;
6431         // 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
6432         if (rsurface.generatedvertex)
6433         {
6434                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6435                         generatenormals = true;
6436                 for (i = 0;i < Q3MAXDEFORMS;i++)
6437                 {
6438                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6439                         {
6440                                 generatetangents = true;
6441                                 generatenormals = true;
6442                         }
6443                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6444                                 generatenormals = true;
6445                 }
6446                 if (generatenormals && !rsurface.modelnormal3f)
6447                 {
6448                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6449                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6450                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6451                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6452                 }
6453                 if (generatetangents && !rsurface.modelsvector3f)
6454                 {
6455                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6456                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6457                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6458                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6459                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6460                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6461                         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);
6462                 }
6463         }
6464         rsurface.vertex3f  = rsurface.modelvertex3f;
6465         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6466         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6467         rsurface.svector3f = rsurface.modelsvector3f;
6468         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6469         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6470         rsurface.tvector3f = rsurface.modeltvector3f;
6471         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6472         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6473         rsurface.normal3f  = rsurface.modelnormal3f;
6474         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6475         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6476         // if vertices are deformed (sprite flares and things in maps, possibly
6477         // water waves, bulges and other deformations), generate them into
6478         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6479         // (may be static model data or generated data for an animated model, or
6480         //  the previous deform pass)
6481         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6482         {
6483                 switch (deform->deform)
6484                 {
6485                 default:
6486                 case Q3DEFORM_PROJECTIONSHADOW:
6487                 case Q3DEFORM_TEXT0:
6488                 case Q3DEFORM_TEXT1:
6489                 case Q3DEFORM_TEXT2:
6490                 case Q3DEFORM_TEXT3:
6491                 case Q3DEFORM_TEXT4:
6492                 case Q3DEFORM_TEXT5:
6493                 case Q3DEFORM_TEXT6:
6494                 case Q3DEFORM_TEXT7:
6495                 case Q3DEFORM_NONE:
6496                         break;
6497                 case Q3DEFORM_AUTOSPRITE:
6498                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6499                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6500                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6501                         VectorNormalize(newforward);
6502                         VectorNormalize(newright);
6503                         VectorNormalize(newup);
6504                         // make deformed versions of only the model vertices used by the specified surfaces
6505                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6506                         {
6507                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6508                                 // a single autosprite surface can contain multiple sprites...
6509                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6510                                 {
6511                                         VectorClear(center);
6512                                         for (i = 0;i < 4;i++)
6513                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6514                                         VectorScale(center, 0.25f, center);
6515                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
6516                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6517                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6518                                         for (i = 0;i < 4;i++)
6519                                         {
6520                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6521                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6522                                         }
6523                                 }
6524                                 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);
6525                                 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);
6526                         }
6527                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6528                         rsurface.vertex3f_bufferobject = 0;
6529                         rsurface.vertex3f_bufferoffset = 0;
6530                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6531                         rsurface.svector3f_bufferobject = 0;
6532                         rsurface.svector3f_bufferoffset = 0;
6533                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6534                         rsurface.tvector3f_bufferobject = 0;
6535                         rsurface.tvector3f_bufferoffset = 0;
6536                         rsurface.normal3f = rsurface.array_deformednormal3f;
6537                         rsurface.normal3f_bufferobject = 0;
6538                         rsurface.normal3f_bufferoffset = 0;
6539                         break;
6540                 case Q3DEFORM_AUTOSPRITE2:
6541                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6542                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6543                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6544                         VectorNormalize(newforward);
6545                         VectorNormalize(newright);
6546                         VectorNormalize(newup);
6547                         // make deformed versions of only the model vertices used by the specified surfaces
6548                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6549                         {
6550                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6551                                 const float *v1, *v2;
6552                                 vec3_t start, end;
6553                                 float f, l;
6554                                 struct
6555                                 {
6556                                         float length2;
6557                                         const float *v1;
6558                                         const float *v2;
6559                                 }
6560                                 shortest[2];
6561                                 memset(shortest, 0, sizeof(shortest));
6562                                 // a single autosprite surface can contain multiple sprites...
6563                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6564                                 {
6565                                         VectorClear(center);
6566                                         for (i = 0;i < 4;i++)
6567                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6568                                         VectorScale(center, 0.25f, center);
6569                                         // find the two shortest edges, then use them to define the
6570                                         // axis vectors for rotating around the central axis
6571                                         for (i = 0;i < 6;i++)
6572                                         {
6573                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6574                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6575 #if 0
6576                                                 Debug_PolygonBegin(NULL, 0);
6577                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6578                                                 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);
6579                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6580                                                 Debug_PolygonEnd();
6581 #endif
6582                                                 l = VectorDistance2(v1, v2);
6583                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6584                                                 if (v1[2] != v2[2])
6585                                                         l += (1.0f / 1024.0f);
6586                                                 if (shortest[0].length2 > l || i == 0)
6587                                                 {
6588                                                         shortest[1] = shortest[0];
6589                                                         shortest[0].length2 = l;
6590                                                         shortest[0].v1 = v1;
6591                                                         shortest[0].v2 = v2;
6592                                                 }
6593                                                 else if (shortest[1].length2 > l || i == 1)
6594                                                 {
6595                                                         shortest[1].length2 = l;
6596                                                         shortest[1].v1 = v1;
6597                                                         shortest[1].v2 = v2;
6598                                                 }
6599                                         }
6600                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6601                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6602 #if 0
6603                                         Debug_PolygonBegin(NULL, 0);
6604                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6605                                         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);
6606                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6607                                         Debug_PolygonEnd();
6608 #endif
6609                                         // this calculates the right vector from the shortest edge
6610                                         // and the up vector from the edge midpoints
6611                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6612                                         VectorNormalize(right);
6613                                         VectorSubtract(end, start, up);
6614                                         VectorNormalize(up);
6615                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6616                                         VectorSubtract(rsurface.localvieworigin, center, forward);
6617                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6618                                         VectorNegate(forward, forward);
6619                                         VectorReflect(forward, 0, up, forward);
6620                                         VectorNormalize(forward);
6621                                         CrossProduct(up, forward, newright);
6622                                         VectorNormalize(newright);
6623 #if 0
6624                                         Debug_PolygonBegin(NULL, 0);
6625                                         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);
6626                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6627                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6628                                         Debug_PolygonEnd();
6629 #endif
6630 #if 0
6631                                         Debug_PolygonBegin(NULL, 0);
6632                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6633                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6634                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6635                                         Debug_PolygonEnd();
6636 #endif
6637                                         // rotate the quad around the up axis vector, this is made
6638                                         // especially easy by the fact we know the quad is flat,
6639                                         // so we only have to subtract the center position and
6640                                         // measure distance along the right vector, and then
6641                                         // multiply that by the newright vector and add back the
6642                                         // center position
6643                                         // we also need to subtract the old position to undo the
6644                                         // displacement from the center, which we do with a
6645                                         // DotProduct, the subtraction/addition of center is also
6646                                         // optimized into DotProducts here
6647                                         l = DotProduct(right, center);
6648                                         for (i = 0;i < 4;i++)
6649                                         {
6650                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6651                                                 f = DotProduct(right, v1) - l;
6652                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6653                                         }
6654                                 }
6655                                 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);
6656                                 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);
6657                         }
6658                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6659                         rsurface.vertex3f_bufferobject = 0;
6660                         rsurface.vertex3f_bufferoffset = 0;
6661                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6662                         rsurface.svector3f_bufferobject = 0;
6663                         rsurface.svector3f_bufferoffset = 0;
6664                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6665                         rsurface.tvector3f_bufferobject = 0;
6666                         rsurface.tvector3f_bufferoffset = 0;
6667                         rsurface.normal3f = rsurface.array_deformednormal3f;
6668                         rsurface.normal3f_bufferobject = 0;
6669                         rsurface.normal3f_bufferoffset = 0;
6670                         break;
6671                 case Q3DEFORM_NORMAL:
6672                         // deform the normals to make reflections wavey
6673                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6674                         {
6675                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6676                                 for (j = 0;j < surface->num_vertices;j++)
6677                                 {
6678                                         float vertex[3];
6679                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6680                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6681                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6682                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6683                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6684                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6685                                         VectorNormalize(normal);
6686                                 }
6687                                 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);
6688                         }
6689                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6690                         rsurface.svector3f_bufferobject = 0;
6691                         rsurface.svector3f_bufferoffset = 0;
6692                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6693                         rsurface.tvector3f_bufferobject = 0;
6694                         rsurface.tvector3f_bufferoffset = 0;
6695                         rsurface.normal3f = rsurface.array_deformednormal3f;
6696                         rsurface.normal3f_bufferobject = 0;
6697                         rsurface.normal3f_bufferoffset = 0;
6698                         break;
6699                 case Q3DEFORM_WAVE:
6700                         // deform vertex array to make wavey water and flags and such
6701                         waveparms[0] = deform->waveparms[0];
6702                         waveparms[1] = deform->waveparms[1];
6703                         waveparms[2] = deform->waveparms[2];
6704                         waveparms[3] = deform->waveparms[3];
6705                         // this is how a divisor of vertex influence on deformation
6706                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6707                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6708                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6709                         {
6710                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6711                                 for (j = 0;j < surface->num_vertices;j++)
6712                                 {
6713                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6714                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6715                                         // if the wavefunc depends on time, evaluate it per-vertex
6716                                         if (waveparms[3])
6717                                         {
6718                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6719                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6720                                         }
6721                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6722                                 }
6723                         }
6724                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6725                         rsurface.vertex3f_bufferobject = 0;
6726                         rsurface.vertex3f_bufferoffset = 0;
6727                         break;
6728                 case Q3DEFORM_BULGE:
6729                         // deform vertex array to make the surface have moving bulges
6730                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6731                         {
6732                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6733                                 for (j = 0;j < surface->num_vertices;j++)
6734                                 {
6735                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6736                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6737                                 }
6738                         }
6739                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6740                         rsurface.vertex3f_bufferobject = 0;
6741                         rsurface.vertex3f_bufferoffset = 0;
6742                         break;
6743                 case Q3DEFORM_MOVE:
6744                         // deform vertex array
6745                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6746                         VectorScale(deform->parms, scale, waveparms);
6747                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6748                         {
6749                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6750                                 for (j = 0;j < surface->num_vertices;j++)
6751                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6752                         }
6753                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6754                         rsurface.vertex3f_bufferobject = 0;
6755                         rsurface.vertex3f_bufferoffset = 0;
6756                         break;
6757                 }
6758         }
6759         // generate texcoords based on the chosen texcoord source
6760         switch(rsurface.texture->tcgen.tcgen)
6761         {
6762         default:
6763         case Q3TCGEN_TEXTURE:
6764                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6765                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6766                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6767                 break;
6768         case Q3TCGEN_LIGHTMAP:
6769                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6770                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6771                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6772                 break;
6773         case Q3TCGEN_VECTOR:
6774                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6775                 {
6776                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6777                         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)
6778                         {
6779                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6780                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6781                         }
6782                 }
6783                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6784                 rsurface.texcoordtexture2f_bufferobject  = 0;
6785                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6786                 break;
6787         case Q3TCGEN_ENVIRONMENT:
6788                 // make environment reflections using a spheremap
6789                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6790                 {
6791                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6792                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6793                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6794                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6795                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6796                         {
6797                                 // identical to Q3A's method, but executed in worldspace so
6798                                 // carried models can be shiny too
6799
6800                                 float viewer[3], d, reflected[3], worldreflected[3];
6801
6802                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6803                                 // VectorNormalize(viewer);
6804
6805                                 d = DotProduct(normal, viewer);
6806
6807                                 reflected[0] = normal[0]*2*d - viewer[0];
6808                                 reflected[1] = normal[1]*2*d - viewer[1];
6809                                 reflected[2] = normal[2]*2*d - viewer[2];
6810                                 // note: this is proportinal to viewer, so we can normalize later
6811
6812                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6813                                 VectorNormalize(worldreflected);
6814
6815                                 // note: this sphere map only uses world x and z!
6816                                 // so positive and negative y will LOOK THE SAME.
6817                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6818                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6819                         }
6820                 }
6821                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6822                 rsurface.texcoordtexture2f_bufferobject  = 0;
6823                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6824                 break;
6825         }
6826         // the only tcmod that needs software vertex processing is turbulent, so
6827         // check for it here and apply the changes if needed
6828         // and we only support that as the first one
6829         // (handling a mixture of turbulent and other tcmods would be problematic
6830         //  without punting it entirely to a software path)
6831         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6832         {
6833                 amplitude = rsurface.texture->tcmods[0].parms[1];
6834                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6835                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6836                 {
6837                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6838                         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)
6839                         {
6840                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6841                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6842                         }
6843                 }
6844                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6845                 rsurface.texcoordtexture2f_bufferobject  = 0;
6846                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6847         }
6848         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6849         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6850         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6851         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6852 }
6853
6854 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6855 {
6856         int i, j;
6857         const msurface_t *surface = texturesurfacelist[0];
6858         const msurface_t *surface2;
6859         int firstvertex;
6860         int endvertex;
6861         int numvertices;
6862         int numtriangles;
6863         // TODO: lock all array ranges before render, rather than on each surface
6864         if (texturenumsurfaces == 1)
6865         {
6866                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6867                 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);
6868         }
6869         else if (r_batchmode.integer == 2)
6870         {
6871                 #define MAXBATCHTRIANGLES 4096
6872                 int batchtriangles = 0;
6873                 int batchelements[MAXBATCHTRIANGLES*3];
6874                 for (i = 0;i < texturenumsurfaces;i = j)
6875                 {
6876                         surface = texturesurfacelist[i];
6877                         j = i + 1;
6878                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6879                         {
6880                                 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);
6881                                 continue;
6882                         }
6883                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6884                         batchtriangles = surface->num_triangles;
6885                         firstvertex = surface->num_firstvertex;
6886                         endvertex = surface->num_firstvertex + surface->num_vertices;
6887                         for (;j < texturenumsurfaces;j++)
6888                         {
6889                                 surface2 = texturesurfacelist[j];
6890                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6891                                         break;
6892                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6893                                 batchtriangles += surface2->num_triangles;
6894                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6895                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6896                         }
6897                         surface2 = texturesurfacelist[j-1];
6898                         numvertices = endvertex - firstvertex;
6899                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6900                 }
6901         }
6902         else if (r_batchmode.integer == 1)
6903         {
6904                 for (i = 0;i < texturenumsurfaces;i = j)
6905                 {
6906                         surface = texturesurfacelist[i];
6907                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6908                                 if (texturesurfacelist[j] != surface2)
6909                                         break;
6910                         surface2 = texturesurfacelist[j-1];
6911                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6912                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6913                         GL_LockArrays(surface->num_firstvertex, numvertices);
6914                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6915                 }
6916         }
6917         else
6918         {
6919                 for (i = 0;i < texturenumsurfaces;i++)
6920                 {
6921                         surface = texturesurfacelist[i];
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         }
6926 }
6927
6928 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6929 {
6930         int i, planeindex, vertexindex;
6931         float d, bestd;
6932         vec3_t vert;
6933         const float *v;
6934         r_waterstate_waterplane_t *p, *bestp;
6935         const msurface_t *surface;
6936         if (r_waterstate.renderingscene)
6937                 return;
6938         for (i = 0;i < texturenumsurfaces;i++)
6939         {
6940                 surface = texturesurfacelist[i];
6941                 if (lightmaptexunit >= 0)
6942                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6943                 if (deluxemaptexunit >= 0)
6944                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6945                 // pick the closest matching water plane
6946                 bestd = 0;
6947                 bestp = NULL;
6948                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6949                 {
6950                         d = 0;
6951                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6952                         {
6953                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6954                                 d += fabs(PlaneDiff(vert, &p->plane));
6955                         }
6956                         if (bestd > d || !bestp)
6957                         {
6958                                 bestd = d;
6959                                 bestp = p;
6960                         }
6961                 }
6962                 if (bestp)
6963                 {
6964                         if (refractiontexunit >= 0)
6965                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6966                         if (reflectiontexunit >= 0)
6967                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6968                 }
6969                 else
6970                 {
6971                         if (refractiontexunit >= 0)
6972                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6973                         if (reflectiontexunit >= 0)
6974                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6975                 }
6976                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6977                 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);
6978         }
6979 }
6980
6981 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6982 {
6983         int i;
6984         int j;
6985         const msurface_t *surface = texturesurfacelist[0];
6986         const msurface_t *surface2;
6987         int firstvertex;
6988         int endvertex;
6989         int numvertices;
6990         int numtriangles;
6991         // TODO: lock all array ranges before render, rather than on each surface
6992         if (texturenumsurfaces == 1)
6993         {
6994                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6995                 if (deluxemaptexunit >= 0)
6996                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6997                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6998                 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);
6999         }
7000         else if (r_batchmode.integer == 2)
7001         {
7002                 #define MAXBATCHTRIANGLES 4096
7003                 int batchtriangles = 0;
7004                 int batchelements[MAXBATCHTRIANGLES*3];
7005                 for (i = 0;i < texturenumsurfaces;i = j)
7006                 {
7007                         surface = texturesurfacelist[i];
7008                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7009                         if (deluxemaptexunit >= 0)
7010                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7011                         j = i + 1;
7012                         if (surface->num_triangles > MAXBATCHTRIANGLES)
7013                         {
7014                                 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);
7015                                 continue;
7016                         }
7017                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
7018                         batchtriangles = surface->num_triangles;
7019                         firstvertex = surface->num_firstvertex;
7020                         endvertex = surface->num_firstvertex + surface->num_vertices;
7021                         for (;j < texturenumsurfaces;j++)
7022                         {
7023                                 surface2 = texturesurfacelist[j];
7024                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
7025                                         break;
7026                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
7027                                 batchtriangles += surface2->num_triangles;
7028                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
7029                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
7030                         }
7031                         surface2 = texturesurfacelist[j-1];
7032                         numvertices = endvertex - firstvertex;
7033                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
7034                 }
7035         }
7036         else if (r_batchmode.integer == 1)
7037         {
7038 #if 0
7039                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
7040                 for (i = 0;i < texturenumsurfaces;i = j)
7041                 {
7042                         surface = texturesurfacelist[i];
7043                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7044                                 if (texturesurfacelist[j] != surface2)
7045                                         break;
7046                         Con_Printf(" %i", j - i);
7047                 }
7048                 Con_Printf("\n");
7049                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
7050 #endif
7051                 for (i = 0;i < texturenumsurfaces;i = j)
7052                 {
7053                         surface = texturesurfacelist[i];
7054                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7055                         if (deluxemaptexunit >= 0)
7056                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7057                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7058                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
7059                                         break;
7060 #if 0
7061                         Con_Printf(" %i", j - i);
7062 #endif
7063                         surface2 = texturesurfacelist[j-1];
7064                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
7065                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
7066                         GL_LockArrays(surface->num_firstvertex, numvertices);
7067                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7068                 }
7069 #if 0
7070                 Con_Printf("\n");
7071 #endif
7072         }
7073         else
7074         {
7075                 for (i = 0;i < texturenumsurfaces;i++)
7076                 {
7077                         surface = texturesurfacelist[i];
7078                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7079                         if (deluxemaptexunit >= 0)
7080                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7081                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7082                         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);
7083                 }
7084         }
7085 }
7086
7087 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7088 {
7089         int j;
7090         int texturesurfaceindex;
7091         if (r_showsurfaces.integer == 2)
7092         {
7093                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7094                 {
7095                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7096                         for (j = 0;j < surface->num_triangles;j++)
7097                         {
7098                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7099                                 GL_Color(f, f, f, 1);
7100                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7101                         }
7102                 }
7103         }
7104         else
7105         {
7106                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7107                 {
7108                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7109                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
7110                         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);
7111                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7112                         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);
7113                 }
7114         }
7115 }
7116
7117 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7118 {
7119         int texturesurfaceindex;
7120         int i;
7121         const float *v;
7122         float *c2;
7123         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7124         {
7125                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7126                 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)
7127                 {
7128                         c2[0] = 0.5;
7129                         c2[1] = 0.5;
7130                         c2[2] = 0.5;
7131                         c2[3] = 1;
7132                 }
7133         }
7134         rsurface.lightmapcolor4f = rsurface.array_color4f;
7135         rsurface.lightmapcolor4f_bufferobject = 0;
7136         rsurface.lightmapcolor4f_bufferoffset = 0;
7137 }
7138
7139 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7140 {
7141         int texturesurfaceindex;
7142         int i;
7143         float f;
7144         const float *v;
7145         const float *c;
7146         float *c2;
7147         if (rsurface.lightmapcolor4f)
7148         {
7149                 // generate color arrays for the surfaces in this list
7150                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7151                 {
7152                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7153                         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)
7154                         {
7155                                 f = RSurf_FogVertex(v);
7156                                 c2[0] = c[0] * f;
7157                                 c2[1] = c[1] * f;
7158                                 c2[2] = c[2] * f;
7159                                 c2[3] = c[3];
7160                         }
7161                 }
7162         }
7163         else
7164         {
7165                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7166                 {
7167                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7168                         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)
7169                         {
7170                                 f = RSurf_FogVertex(v);
7171                                 c2[0] = f;
7172                                 c2[1] = f;
7173                                 c2[2] = f;
7174                                 c2[3] = 1;
7175                         }
7176                 }
7177         }
7178         rsurface.lightmapcolor4f = rsurface.array_color4f;
7179         rsurface.lightmapcolor4f_bufferobject = 0;
7180         rsurface.lightmapcolor4f_bufferoffset = 0;
7181 }
7182
7183 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7184 {
7185         int texturesurfaceindex;
7186         int i;
7187         float f;
7188         const float *v;
7189         const float *c;
7190         float *c2;
7191         if (!rsurface.lightmapcolor4f)
7192                 return;
7193         // generate color arrays for the surfaces in this list
7194         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7195         {
7196                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7197                 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)
7198                 {
7199                         f = RSurf_FogVertex(v);
7200                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7201                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7202                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7203                         c2[3] = c[3];
7204                 }
7205         }
7206         rsurface.lightmapcolor4f = rsurface.array_color4f;
7207         rsurface.lightmapcolor4f_bufferobject = 0;
7208         rsurface.lightmapcolor4f_bufferoffset = 0;
7209 }
7210
7211 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7212 {
7213         int texturesurfaceindex;
7214         int i;
7215         const float *c;
7216         float *c2;
7217         if (!rsurface.lightmapcolor4f)
7218                 return;
7219         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7220         {
7221                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7222                 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)
7223                 {
7224                         c2[0] = c[0] * r;
7225                         c2[1] = c[1] * g;
7226                         c2[2] = c[2] * b;
7227                         c2[3] = c[3] * a;
7228                 }
7229         }
7230         rsurface.lightmapcolor4f = rsurface.array_color4f;
7231         rsurface.lightmapcolor4f_bufferobject = 0;
7232         rsurface.lightmapcolor4f_bufferoffset = 0;
7233 }
7234
7235 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7236 {
7237         int texturesurfaceindex;
7238         int i;
7239         const float *c;
7240         float *c2;
7241         if (!rsurface.lightmapcolor4f)
7242                 return;
7243         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7244         {
7245                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7246                 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)
7247                 {
7248                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7249                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7250                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7251                         c2[3] = c[3];
7252                 }
7253         }
7254         rsurface.lightmapcolor4f = rsurface.array_color4f;
7255         rsurface.lightmapcolor4f_bufferobject = 0;
7256         rsurface.lightmapcolor4f_bufferoffset = 0;
7257 }
7258
7259 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7260 {
7261         // TODO: optimize
7262         rsurface.lightmapcolor4f = NULL;
7263         rsurface.lightmapcolor4f_bufferobject = 0;
7264         rsurface.lightmapcolor4f_bufferoffset = 0;
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_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7270 }
7271
7272 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7273 {
7274         // TODO: optimize applyfog && applycolor case
7275         // just apply fog if necessary, and tint the fog color array if necessary
7276         rsurface.lightmapcolor4f = NULL;
7277         rsurface.lightmapcolor4f_bufferobject = 0;
7278         rsurface.lightmapcolor4f_bufferoffset = 0;
7279         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7280         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7281         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7282         GL_Color(r, g, b, a);
7283         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7284 }
7285
7286 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7287 {
7288         int texturesurfaceindex;
7289         int i;
7290         float *c;
7291         // TODO: optimize
7292         if (texturesurfacelist[0]->lightmapinfo)
7293         {
7294                 // generate color arrays for the surfaces in this list
7295                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7296                 {
7297                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7298                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7299                         {
7300                                 if (surface->lightmapinfo->samples)
7301                                 {
7302                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7303                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7304                                         VectorScale(lm, scale, c);
7305                                         if (surface->lightmapinfo->styles[1] != 255)
7306                                         {
7307                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7308                                                 lm += size3;
7309                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7310                                                 VectorMA(c, scale, lm, c);
7311                                                 if (surface->lightmapinfo->styles[2] != 255)
7312                                                 {
7313                                                         lm += size3;
7314                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7315                                                         VectorMA(c, scale, lm, c);
7316                                                         if (surface->lightmapinfo->styles[3] != 255)
7317                                                         {
7318                                                                 lm += size3;
7319                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7320                                                                 VectorMA(c, scale, lm, c);
7321                                                         }
7322                                                 }
7323                                         }
7324                                 }
7325                                 else
7326                                         VectorClear(c);
7327                                 c[3] = 1;
7328                         }
7329                 }
7330                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7331                 rsurface.lightmapcolor4f_bufferobject = 0;
7332                 rsurface.lightmapcolor4f_bufferoffset = 0;
7333         }
7334         else
7335         {
7336                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7337                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7338                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7339         }
7340         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7341         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7342         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7343         GL_Color(r, g, b, a);
7344         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7345 }
7346
7347 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7348 {
7349         int texturesurfaceindex;
7350         int i;
7351         float f;
7352         float alpha;
7353         const float *v;
7354         const float *n;
7355         float *c;
7356         vec3_t ambientcolor;
7357         vec3_t diffusecolor;
7358         vec3_t lightdir;
7359         // TODO: optimize
7360         // model lighting
7361         VectorCopy(rsurface.modellight_lightdir, lightdir);
7362         f = 0.5f * r_refdef.lightmapintensity;
7363         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7364         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7365         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7366         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7367         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7368         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7369         alpha = *a;
7370         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7371         {
7372                 // generate color arrays for the surfaces in this list
7373                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7374                 {
7375                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7376                         int numverts = surface->num_vertices;
7377                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7378                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
7379                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7380                         // q3-style directional shading
7381                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7382                         {
7383                                 if ((f = DotProduct(n, lightdir)) > 0)
7384                                         VectorMA(ambientcolor, f, diffusecolor, c);
7385                                 else
7386                                         VectorCopy(ambientcolor, c);
7387                                 c[3] = alpha;
7388                         }
7389                 }
7390                 *r = 1;
7391                 *g = 1;
7392                 *b = 1;
7393                 *a = 1;
7394                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7395                 rsurface.lightmapcolor4f_bufferobject = 0;
7396                 rsurface.lightmapcolor4f_bufferoffset = 0;
7397                 *applycolor = false;
7398         }
7399         else
7400         {
7401                 *r = ambientcolor[0];
7402                 *g = ambientcolor[1];
7403                 *b = ambientcolor[2];
7404                 rsurface.lightmapcolor4f = NULL;
7405                 rsurface.lightmapcolor4f_bufferobject = 0;
7406                 rsurface.lightmapcolor4f_bufferoffset = 0;
7407         }
7408 }
7409
7410 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7411 {
7412         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7413         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7414         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7415         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7416         GL_Color(r, g, b, a);
7417         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7418 }
7419
7420 void RSurf_SetupDepthAndCulling(void)
7421 {
7422         // submodels are biased to avoid z-fighting with world surfaces that they
7423         // may be exactly overlapping (avoids z-fighting artifacts on certain
7424         // doors and things in Quake maps)
7425         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7426         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7427         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7428         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7429 }
7430
7431 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7432 {
7433         // transparent sky would be ridiculous
7434         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7435                 return;
7436         R_SetupGenericShader(false);
7437         skyrenderlater = true;
7438         RSurf_SetupDepthAndCulling();
7439         GL_DepthMask(true);
7440         // LordHavoc: HalfLife maps have freaky skypolys so don't use
7441         // skymasking on them, and Quake3 never did sky masking (unlike
7442         // software Quake and software Quake2), so disable the sky masking
7443         // in Quake3 maps as it causes problems with q3map2 sky tricks,
7444         // and skymasking also looks very bad when noclipping outside the
7445         // level, so don't use it then either.
7446         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7447         {
7448                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7449                 R_Mesh_ColorPointer(NULL, 0, 0);
7450                 R_Mesh_ResetTextureState();
7451                 if (skyrendermasked)
7452                 {
7453                         R_SetupDepthOrShadowShader();
7454                         // depth-only (masking)
7455                         GL_ColorMask(0,0,0,0);
7456                         // just to make sure that braindead drivers don't draw
7457                         // anything despite that colormask...
7458                         GL_BlendFunc(GL_ZERO, GL_ONE);
7459                 }
7460                 else
7461                 {
7462                         R_SetupGenericShader(false);
7463                         // fog sky
7464                         GL_BlendFunc(GL_ONE, GL_ZERO);
7465                 }
7466                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7467                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7468                 if (skyrendermasked)
7469                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7470         }
7471         R_Mesh_ResetTextureState();
7472         GL_Color(1, 1, 1, 1);
7473 }
7474
7475 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7476 {
7477         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7478                 return;
7479
7480         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7481         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7482         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7483         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7484         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7485         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7486         if (rsurface.texture->backgroundcurrentskinframe)
7487         {
7488                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7489                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7490                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7491                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7492         }
7493         if(rsurface.texture->colormapping)
7494         {
7495                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7496                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7497         }
7498         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7499         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7500                 R_Mesh_ColorPointer(NULL, 0, 0);
7501         else
7502                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7503
7504         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7505         {
7506                 // render background
7507                 GL_BlendFunc(GL_ONE, GL_ZERO);
7508                 GL_DepthMask(true);
7509                 GL_AlphaTest(false);
7510
7511                 GL_Color(1, 1, 1, 1);
7512                 R_Mesh_ColorPointer(NULL, 0, 0);
7513
7514                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7515                 if (r_glsl_permutation)
7516                 {
7517                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7518                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7519                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7520                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7521                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7522                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7523                         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);
7524                 }
7525                 GL_LockArrays(0, 0);
7526
7527                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7528                 GL_DepthMask(false);
7529                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7530                         R_Mesh_ColorPointer(NULL, 0, 0);
7531                 else
7532                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7533                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7534                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7535         }
7536
7537         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7538         if (!r_glsl_permutation)
7539                 return;
7540
7541         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7542         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7543         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7544         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7545         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7546         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7547
7548         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7549         {
7550                 GL_BlendFunc(GL_ONE, GL_ZERO);
7551                 GL_DepthMask(true);
7552                 GL_AlphaTest(false);
7553         }
7554         else
7555         {
7556                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7557                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7558                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7559         }
7560
7561         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7562         {
7563                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7564                         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);
7565                 else
7566                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7567         }
7568         else
7569         {
7570                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7571                         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);
7572                 else
7573                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7574         }
7575         GL_LockArrays(0, 0);
7576 }
7577
7578 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7579 {
7580         // OpenGL 1.3 path - anything not completely ancient
7581         int texturesurfaceindex;
7582         qboolean applycolor;
7583         qboolean applyfog;
7584         rmeshstate_t m;
7585         int layerindex;
7586         const texturelayer_t *layer;
7587         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7588
7589         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7590         {
7591                 vec4_t layercolor;
7592                 int layertexrgbscale;
7593                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7594                 {
7595                         if (layerindex == 0)
7596                                 GL_AlphaTest(true);
7597                         else
7598                         {
7599                                 GL_AlphaTest(false);
7600                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7601                         }
7602                 }
7603                 GL_DepthMask(layer->depthmask && writedepth);
7604                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7605                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7606                 {
7607                         layertexrgbscale = 4;
7608                         VectorScale(layer->color, 0.25f, layercolor);
7609                 }
7610                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7611                 {
7612                         layertexrgbscale = 2;
7613                         VectorScale(layer->color, 0.5f, layercolor);
7614                 }
7615                 else
7616                 {
7617                         layertexrgbscale = 1;
7618                         VectorScale(layer->color, 1.0f, layercolor);
7619                 }
7620                 layercolor[3] = layer->color[3];
7621                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7622                 R_Mesh_ColorPointer(NULL, 0, 0);
7623                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7624                 switch (layer->type)
7625                 {
7626                 case TEXTURELAYERTYPE_LITTEXTURE:
7627                         memset(&m, 0, sizeof(m));
7628                         m.tex[0] = R_GetTexture(r_texture_white);
7629                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7630                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7631                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7632                         m.tex[1] = R_GetTexture(layer->texture);
7633                         m.texmatrix[1] = layer->texmatrix;
7634                         m.texrgbscale[1] = layertexrgbscale;
7635                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7636                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7637                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7638                         R_Mesh_TextureState(&m);
7639                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7640                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7641                         else if (rsurface.uselightmaptexture)
7642                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7643                         else
7644                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7645                         break;
7646                 case TEXTURELAYERTYPE_TEXTURE:
7647                         memset(&m, 0, sizeof(m));
7648                         m.tex[0] = R_GetTexture(layer->texture);
7649                         m.texmatrix[0] = layer->texmatrix;
7650                         m.texrgbscale[0] = layertexrgbscale;
7651                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7652                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7653                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7654                         R_Mesh_TextureState(&m);
7655                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7656                         break;
7657                 case TEXTURELAYERTYPE_FOG:
7658                         memset(&m, 0, sizeof(m));
7659                         m.texrgbscale[0] = layertexrgbscale;
7660                         if (layer->texture)
7661                         {
7662                                 m.tex[0] = R_GetTexture(layer->texture);
7663                                 m.texmatrix[0] = layer->texmatrix;
7664                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7665                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7666                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7667                         }
7668                         R_Mesh_TextureState(&m);
7669                         // generate a color array for the fog pass
7670                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7671                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7672                         {
7673                                 int i;
7674                                 float f;
7675                                 const float *v;
7676                                 float *c;
7677                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7678                                 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)
7679                                 {
7680                                         f = 1 - RSurf_FogVertex(v);
7681                                         c[0] = layercolor[0];
7682                                         c[1] = layercolor[1];
7683                                         c[2] = layercolor[2];
7684                                         c[3] = f * layercolor[3];
7685                                 }
7686                         }
7687                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7688                         break;
7689                 default:
7690                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7691                 }
7692                 GL_LockArrays(0, 0);
7693         }
7694         CHECKGLERROR
7695         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7696         {
7697                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7698                 GL_AlphaTest(false);
7699         }
7700 }
7701
7702 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7703 {
7704         // OpenGL 1.1 - crusty old voodoo path
7705         int texturesurfaceindex;
7706         qboolean applyfog;
7707         rmeshstate_t m;
7708         int layerindex;
7709         const texturelayer_t *layer;
7710         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7711
7712         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7713         {
7714                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7715                 {
7716                         if (layerindex == 0)
7717                                 GL_AlphaTest(true);
7718                         else
7719                         {
7720                                 GL_AlphaTest(false);
7721                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7722                         }
7723                 }
7724                 GL_DepthMask(layer->depthmask && writedepth);
7725                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7726                 R_Mesh_ColorPointer(NULL, 0, 0);
7727                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7728                 switch (layer->type)
7729                 {
7730                 case TEXTURELAYERTYPE_LITTEXTURE:
7731                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7732                         {
7733                                 // two-pass lit texture with 2x rgbscale
7734                                 // first the lightmap pass
7735                                 memset(&m, 0, sizeof(m));
7736                                 m.tex[0] = R_GetTexture(r_texture_white);
7737                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7738                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7739                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7740                                 R_Mesh_TextureState(&m);
7741                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7742                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7743                                 else if (rsurface.uselightmaptexture)
7744                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7745                                 else
7746                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7747                                 GL_LockArrays(0, 0);
7748                                 // then apply the texture to it
7749                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7750                                 memset(&m, 0, sizeof(m));
7751                                 m.tex[0] = R_GetTexture(layer->texture);
7752                                 m.texmatrix[0] = layer->texmatrix;
7753                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7754                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7755                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7756                                 R_Mesh_TextureState(&m);
7757                                 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);
7758                         }
7759                         else
7760                         {
7761                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7762                                 memset(&m, 0, sizeof(m));
7763                                 m.tex[0] = R_GetTexture(layer->texture);
7764                                 m.texmatrix[0] = layer->texmatrix;
7765                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7766                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7767                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7768                                 R_Mesh_TextureState(&m);
7769                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7770                                         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);
7771                                 else
7772                                         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);
7773                         }
7774                         break;
7775                 case TEXTURELAYERTYPE_TEXTURE:
7776                         // singletexture unlit texture with transparency support
7777                         memset(&m, 0, sizeof(m));
7778                         m.tex[0] = R_GetTexture(layer->texture);
7779                         m.texmatrix[0] = layer->texmatrix;
7780                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7781                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7782                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7783                         R_Mesh_TextureState(&m);
7784                         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);
7785                         break;
7786                 case TEXTURELAYERTYPE_FOG:
7787                         // singletexture fogging
7788                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7789                         if (layer->texture)
7790                         {
7791                                 memset(&m, 0, sizeof(m));
7792                                 m.tex[0] = R_GetTexture(layer->texture);
7793                                 m.texmatrix[0] = layer->texmatrix;
7794                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7795                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7796                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7797                                 R_Mesh_TextureState(&m);
7798                         }
7799                         else
7800                                 R_Mesh_ResetTextureState();
7801                         // generate a color array for the fog pass
7802                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7803                         {
7804                                 int i;
7805                                 float f;
7806                                 const float *v;
7807                                 float *c;
7808                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7809                                 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)
7810                                 {
7811                                         f = 1 - RSurf_FogVertex(v);
7812                                         c[0] = layer->color[0];
7813                                         c[1] = layer->color[1];
7814                                         c[2] = layer->color[2];
7815                                         c[3] = f * layer->color[3];
7816                                 }
7817                         }
7818                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7819                         break;
7820                 default:
7821                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7822                 }
7823                 GL_LockArrays(0, 0);
7824         }
7825         CHECKGLERROR
7826         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7827         {
7828                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7829                 GL_AlphaTest(false);
7830         }
7831 }
7832
7833 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7834 {
7835         float c[4];
7836
7837         GL_AlphaTest(false);
7838         R_Mesh_ColorPointer(NULL, 0, 0);
7839         R_Mesh_ResetTextureState();
7840         R_SetupGenericShader(false);
7841
7842         if(rsurface.texture && rsurface.texture->currentskinframe)
7843         {
7844                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7845                 c[3] *= rsurface.texture->currentalpha;
7846         }
7847         else
7848         {
7849                 c[0] = 1;
7850                 c[1] = 0;
7851                 c[2] = 1;
7852                 c[3] = 1;
7853         }
7854
7855         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7856         {
7857                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7858                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7859                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7860         }
7861
7862         // brighten it up (as texture value 127 means "unlit")
7863         c[0] *= 2 * r_refdef.view.colorscale;
7864         c[1] *= 2 * r_refdef.view.colorscale;
7865         c[2] *= 2 * r_refdef.view.colorscale;
7866
7867         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7868                 c[3] *= r_wateralpha.value;
7869
7870         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7871         {
7872                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7873                 GL_DepthMask(false);
7874         }
7875         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7876         {
7877                 GL_BlendFunc(GL_ONE, GL_ONE);
7878                 GL_DepthMask(false);
7879         }
7880         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7881         {
7882                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7883                 GL_DepthMask(false);
7884         }
7885         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7886         {
7887                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7888                 GL_DepthMask(false);
7889         }
7890         else
7891         {
7892                 GL_BlendFunc(GL_ONE, GL_ZERO);
7893                 GL_DepthMask(writedepth);
7894         }
7895
7896         rsurface.lightmapcolor4f = NULL;
7897
7898         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7899         {
7900                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7901
7902                 rsurface.lightmapcolor4f = NULL;
7903                 rsurface.lightmapcolor4f_bufferobject = 0;
7904                 rsurface.lightmapcolor4f_bufferoffset = 0;
7905         }
7906         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7907         {
7908                 qboolean applycolor = true;
7909                 float one = 1.0;
7910
7911                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7912
7913                 r_refdef.lightmapintensity = 1;
7914                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7915                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7916         }
7917         else
7918         {
7919                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7920
7921                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7922                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7923                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7924         }
7925
7926         if(!rsurface.lightmapcolor4f)
7927                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7928
7929         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7930         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7931         if(r_refdef.fogenabled)
7932                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7933
7934         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7935         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7936 }
7937
7938 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7939 {
7940         CHECKGLERROR
7941         RSurf_SetupDepthAndCulling();
7942         if (r_showsurfaces.integer == 3)
7943         {
7944                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7945                 return;
7946         }
7947         switch (vid.renderpath)
7948         {
7949         case RENDERPATH_GL20:
7950                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7951                 break;
7952         case RENDERPATH_GL13:
7953                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7954                 break;
7955         case RENDERPATH_GL11:
7956                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7957                 break;
7958         }
7959         CHECKGLERROR
7960 }
7961
7962 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7963 {
7964         CHECKGLERROR
7965         RSurf_SetupDepthAndCulling();
7966         if (r_showsurfaces.integer == 3)
7967         {
7968                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7969                 return;
7970         }
7971         switch (vid.renderpath)
7972         {
7973         case RENDERPATH_GL20:
7974                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7975                 break;
7976         case RENDERPATH_GL13:
7977                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7978                 break;
7979         case RENDERPATH_GL11:
7980                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7981                 break;
7982         }
7983         CHECKGLERROR
7984 }
7985
7986 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7987 {
7988         int i, j;
7989         int texturenumsurfaces, endsurface;
7990         texture_t *texture;
7991         const msurface_t *surface;
7992         const msurface_t *texturesurfacelist[1024];
7993
7994         // if the model is static it doesn't matter what value we give for
7995         // wantnormals and wanttangents, so this logic uses only rules applicable
7996         // to a model, knowing that they are meaningless otherwise
7997         if (ent == r_refdef.scene.worldentity)
7998                 RSurf_ActiveWorldEntity();
7999         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8000                 RSurf_ActiveModelEntity(ent, false, false);
8001         else
8002         {
8003                 switch (vid.renderpath)
8004                 {
8005                 case RENDERPATH_GL20:
8006                         RSurf_ActiveModelEntity(ent, true, true);
8007                         break;
8008                 case RENDERPATH_GL13:
8009                 case RENDERPATH_GL11:
8010                         RSurf_ActiveModelEntity(ent, true, false);
8011                         break;
8012                 }
8013         }
8014
8015         for (i = 0;i < numsurfaces;i = j)
8016         {
8017                 j = i + 1;
8018                 surface = rsurface.modelsurfaces + surfacelist[i];
8019                 texture = surface->texture;
8020                 rsurface.texture = R_GetCurrentTexture(texture);
8021                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8022                 // scan ahead until we find a different texture
8023                 endsurface = min(i + 1024, numsurfaces);
8024                 texturenumsurfaces = 0;
8025                 texturesurfacelist[texturenumsurfaces++] = surface;
8026                 for (;j < endsurface;j++)
8027                 {
8028                         surface = rsurface.modelsurfaces + surfacelist[j];
8029                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
8030                                 break;
8031                         texturesurfacelist[texturenumsurfaces++] = surface;
8032                 }
8033                 // render the range of surfaces
8034                 if (ent == r_refdef.scene.worldentity)
8035                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
8036                 else
8037                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
8038         }
8039         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8040         GL_AlphaTest(false);
8041 }
8042
8043 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
8044 {
8045         const entity_render_t *queueentity = r_refdef.scene.worldentity;
8046         CHECKGLERROR
8047         if (depthonly)
8048         {
8049                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8050                         return;
8051                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8052                         return;
8053                 RSurf_SetupDepthAndCulling();
8054                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8055                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8056         }
8057         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8058         {
8059                 RSurf_SetupDepthAndCulling();
8060                 GL_AlphaTest(false);
8061                 R_Mesh_ColorPointer(NULL, 0, 0);
8062                 R_Mesh_ResetTextureState();
8063                 R_SetupGenericShader(false);
8064                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8065                 GL_DepthMask(true);
8066                 GL_BlendFunc(GL_ONE, GL_ZERO);
8067                 GL_Color(0, 0, 0, 1);
8068                 GL_DepthTest(writedepth);
8069                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8070         }
8071         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8072         {
8073                 RSurf_SetupDepthAndCulling();
8074                 GL_AlphaTest(false);
8075                 R_Mesh_ColorPointer(NULL, 0, 0);
8076                 R_Mesh_ResetTextureState();
8077                 R_SetupGenericShader(false);
8078                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8079                 GL_DepthMask(true);
8080                 GL_BlendFunc(GL_ONE, GL_ZERO);
8081                 GL_DepthTest(true);
8082                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8083         }
8084         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8085                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8086         else if (!rsurface.texture->currentnumlayers)
8087                 return;
8088         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8089         {
8090                 // transparent surfaces get pushed off into the transparent queue
8091                 int surfacelistindex;
8092                 const msurface_t *surface;
8093                 vec3_t tempcenter, center;
8094                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8095                 {
8096                         surface = texturesurfacelist[surfacelistindex];
8097                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8098                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8099                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8100                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
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_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8108         }
8109         CHECKGLERROR
8110 }
8111
8112 void R_QueueWorldSurfaceList(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_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8139         }
8140 }
8141
8142 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8143 {
8144         CHECKGLERROR
8145         if (depthonly)
8146         {
8147                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8148                         return;
8149                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8150                         return;
8151                 RSurf_SetupDepthAndCulling();
8152                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8153                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8154         }
8155         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8156         {
8157                 RSurf_SetupDepthAndCulling();
8158                 GL_AlphaTest(false);
8159                 R_Mesh_ColorPointer(NULL, 0, 0);
8160                 R_Mesh_ResetTextureState();
8161                 R_SetupGenericShader(false);
8162                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8163                 GL_DepthMask(true);
8164                 GL_BlendFunc(GL_ONE, GL_ZERO);
8165                 GL_Color(0, 0, 0, 1);
8166                 GL_DepthTest(writedepth);
8167                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8168         }
8169         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8170         {
8171                 RSurf_SetupDepthAndCulling();
8172                 GL_AlphaTest(false);
8173                 R_Mesh_ColorPointer(NULL, 0, 0);
8174                 R_Mesh_ResetTextureState();
8175                 R_SetupGenericShader(false);
8176                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8177                 GL_DepthMask(true);
8178                 GL_BlendFunc(GL_ONE, GL_ZERO);
8179                 GL_DepthTest(true);
8180                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8181         }
8182         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8183                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8184         else if (!rsurface.texture->currentnumlayers)
8185                 return;
8186         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8187         {
8188                 // transparent surfaces get pushed off into the transparent queue
8189                 int surfacelistindex;
8190                 const msurface_t *surface;
8191                 vec3_t tempcenter, center;
8192                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8193                 {
8194                         surface = texturesurfacelist[surfacelistindex];
8195                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8196                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8197                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8198                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8199                         if (queueentity->transparent_offset) // transparent offset
8200                         {
8201                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8202                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8203                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8204                         }
8205                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8206                 }
8207         }
8208         else
8209         {
8210                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8211                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8212         }
8213         CHECKGLERROR
8214 }
8215
8216 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8217 {
8218         int i, j;
8219         texture_t *texture;
8220         // break the surface list down into batches by texture and use of lightmapping
8221         for (i = 0;i < numsurfaces;i = j)
8222         {
8223                 j = i + 1;
8224                 // texture is the base texture pointer, rsurface.texture is the
8225                 // current frame/skin the texture is directing us to use (for example
8226                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8227                 // use skin 1 instead)
8228                 texture = surfacelist[i]->texture;
8229                 rsurface.texture = R_GetCurrentTexture(texture);
8230                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8231                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8232                 {
8233                         // if this texture is not the kind we want, skip ahead to the next one
8234                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8235                                 ;
8236                         continue;
8237                 }
8238                 // simply scan ahead until we find a different texture or lightmap state
8239                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8240                         ;
8241                 // render the range of surfaces
8242                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8243         }
8244 }
8245
8246 float locboxvertex3f[6*4*3] =
8247 {
8248         1,0,1, 1,0,0, 1,1,0, 1,1,1,
8249         0,1,1, 0,1,0, 0,0,0, 0,0,1,
8250         1,1,1, 1,1,0, 0,1,0, 0,1,1,
8251         0,0,1, 0,0,0, 1,0,0, 1,0,1,
8252         0,0,1, 1,0,1, 1,1,1, 0,1,1,
8253         1,0,0, 0,0,0, 0,1,0, 1,1,0
8254 };
8255
8256 unsigned short locboxelements[6*2*3] =
8257 {
8258          0, 1, 2, 0, 2, 3,
8259          4, 5, 6, 4, 6, 7,
8260          8, 9,10, 8,10,11,
8261         12,13,14, 12,14,15,
8262         16,17,18, 16,18,19,
8263         20,21,22, 20,22,23
8264 };
8265
8266 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8267 {
8268         int i, j;
8269         cl_locnode_t *loc = (cl_locnode_t *)ent;
8270         vec3_t mins, size;
8271         float vertex3f[6*4*3];
8272         CHECKGLERROR
8273         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8274         GL_DepthMask(false);
8275         GL_DepthRange(0, 1);
8276         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8277         GL_DepthTest(true);
8278         GL_CullFace(GL_NONE);
8279         R_Mesh_Matrix(&identitymatrix);
8280
8281         R_Mesh_VertexPointer(vertex3f, 0, 0);
8282         R_Mesh_ColorPointer(NULL, 0, 0);
8283         R_Mesh_ResetTextureState();
8284         R_SetupGenericShader(false);
8285
8286         i = surfacelist[0];
8287         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8288                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8289                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8290                         surfacelist[0] < 0 ? 0.5f : 0.125f);
8291
8292         if (VectorCompare(loc->mins, loc->maxs))
8293         {
8294                 VectorSet(size, 2, 2, 2);
8295                 VectorMA(loc->mins, -0.5f, size, mins);
8296         }
8297         else
8298         {
8299                 VectorCopy(loc->mins, mins);
8300                 VectorSubtract(loc->maxs, loc->mins, size);
8301         }
8302
8303         for (i = 0;i < 6*4*3;)
8304                 for (j = 0;j < 3;j++, i++)
8305                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8306
8307         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8308 }
8309
8310 void R_DrawLocs(void)
8311 {
8312         int index;
8313         cl_locnode_t *loc, *nearestloc;
8314         vec3_t center;
8315         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8316         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8317         {
8318                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8319                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8320         }
8321 }
8322
8323 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8324 {
8325         if (decalsystem->decals)
8326                 Mem_Free(decalsystem->decals);
8327         memset(decalsystem, 0, sizeof(*decalsystem));
8328 }
8329
8330 static 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, int surfaceindex, int decalsequence)
8331 {
8332         tridecal_t *decal;
8333         tridecal_t *decals;
8334         int i;
8335         int maxdecals;
8336
8337         // expand or initialize the system
8338         if (decalsystem->maxdecals <= decalsystem->numdecals)
8339         {
8340                 decalsystem_t old = *decalsystem;
8341                 qboolean useshortelements;
8342                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8343                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8344                 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)));
8345                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8346                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8347                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8348                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8349                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8350                 if (decalsystem->numdecals)
8351                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8352                 if (old.decals)
8353                         Mem_Free(old.decals);
8354                 for (i = 0;i < decalsystem->maxdecals*3;i++)
8355                         decalsystem->element3i[i] = i;
8356                 if (useshortelements)
8357                         for (i = 0;i < decalsystem->maxdecals*3;i++)
8358                                 decalsystem->element3s[i] = i;
8359         }
8360
8361         // grab a decal and search for another free slot for the next one
8362         maxdecals = decalsystem->maxdecals;
8363         decals = decalsystem->decals;
8364         decal = decalsystem->decals + (i = decalsystem->freedecal++);
8365         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
8366                 ;
8367         decalsystem->freedecal = i;
8368         if (decalsystem->numdecals <= i)
8369                 decalsystem->numdecals = i + 1;
8370
8371         // initialize the decal
8372         decal->lived = 0;
8373         decal->triangleindex = triangleindex;
8374         decal->surfaceindex = surfaceindex;
8375         decal->decalsequence = decalsequence;
8376         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
8377         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
8378         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
8379         decal->color4ub[0][3] = 255;
8380         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
8381         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
8382         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
8383         decal->color4ub[1][3] = 255;
8384         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
8385         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
8386         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
8387         decal->color4ub[2][3] = 255;
8388         decal->vertex3f[0][0] = v0[0];
8389         decal->vertex3f[0][1] = v0[1];
8390         decal->vertex3f[0][2] = v0[2];
8391         decal->vertex3f[1][0] = v1[0];
8392         decal->vertex3f[1][1] = v1[1];
8393         decal->vertex3f[1][2] = v1[2];
8394         decal->vertex3f[2][0] = v2[0];
8395         decal->vertex3f[2][1] = v2[1];
8396         decal->vertex3f[2][2] = v2[2];
8397         decal->texcoord2f[0][0] = t0[0];
8398         decal->texcoord2f[0][1] = t0[1];
8399         decal->texcoord2f[1][0] = t1[0];
8400         decal->texcoord2f[1][1] = t1[1];
8401         decal->texcoord2f[2][0] = t2[0];
8402         decal->texcoord2f[2][1] = t2[1];
8403 }
8404
8405 extern cvar_t cl_decals_bias;
8406 extern cvar_t cl_decals_models;
8407 extern cvar_t cl_decals_newsystem_intensitymultiplier;
8408 static 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, int decalsequence)
8409 {
8410         matrix4x4_t projection;
8411         decalsystem_t *decalsystem;
8412         qboolean dynamic;
8413         dp_model_t *model;
8414         const float *vertex3f;
8415         const msurface_t *surface;
8416         const msurface_t *surfaces;
8417         const int *surfacelist;
8418         const texture_t *texture;
8419         int numvertices;
8420         int numtriangles;
8421         int numsurfacelist;
8422         int surfacelistindex;
8423         int surfaceindex;
8424         int triangleindex;
8425         int decalsurfaceindex;
8426         int cornerindex;
8427         int index;
8428         int numpoints;
8429         const int *e;
8430         float localorigin[3];
8431         float localnormal[3];
8432         float localmins[3];
8433         float localmaxs[3];
8434         float localsize;
8435         float ilocalsize;
8436         float v[9][3];
8437         float tc[9][2];
8438         float c[9][4];
8439         //float normal[3];
8440         float planes[6][4];
8441         float f;
8442         float points[2][9][3];
8443         float angles[3];
8444         float temp[3];
8445
8446         decalsystem = &ent->decalsystem;
8447         model = ent->model;
8448         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8449         {
8450                 R_DecalSystem_Reset(&ent->decalsystem);
8451                 return;
8452         }
8453
8454         if (!model->brush.data_nodes && !cl_decals_models.integer)
8455         {
8456                 if (decalsystem->model)
8457                         R_DecalSystem_Reset(decalsystem);
8458                 return;
8459         }
8460
8461         if (decalsystem->model != model)
8462                 R_DecalSystem_Reset(decalsystem);
8463         decalsystem->model = model;
8464
8465         RSurf_ActiveModelEntity(ent, false, false);
8466
8467         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8468         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8469         VectorNormalize(localnormal);
8470         localsize = worldsize*rsurface.inversematrixscale;
8471         ilocalsize = 1.0f / localsize;
8472         localmins[0] = localorigin[0] - localsize;
8473         localmins[1] = localorigin[1] - localsize;
8474         localmins[2] = localorigin[2] - localsize;
8475         localmaxs[0] = localorigin[0] + localsize;
8476         localmaxs[1] = localorigin[1] + localsize;
8477         localmaxs[2] = localorigin[2] + localsize;
8478
8479         //VectorCopy(localnormal, planes[4]);
8480         //VectorVectors(planes[4], planes[2], planes[0]);
8481         AnglesFromVectors(angles, localnormal, NULL, false);
8482         AngleVectors(angles, planes[0], planes[2], planes[4]);
8483         VectorNegate(planes[0], planes[1]);
8484         VectorNegate(planes[2], planes[3]);
8485         VectorNegate(planes[4], planes[5]);
8486         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8487         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8488         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8489         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8490         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8491         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8492
8493 #if 1
8494 // works
8495 {
8496         matrix4x4_t forwardprojection;
8497         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8498         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8499 }
8500 #else
8501 // broken
8502 {
8503         float projectionvector[4][3];
8504         VectorScale(planes[0], ilocalsize, projectionvector[0]);
8505         VectorScale(planes[2], ilocalsize, projectionvector[1]);
8506         VectorScale(planes[4], ilocalsize, projectionvector[2]);
8507         projectionvector[0][0] = planes[0][0] * ilocalsize;
8508         projectionvector[0][1] = planes[1][0] * ilocalsize;
8509         projectionvector[0][2] = planes[2][0] * ilocalsize;
8510         projectionvector[1][0] = planes[0][1] * ilocalsize;
8511         projectionvector[1][1] = planes[1][1] * ilocalsize;
8512         projectionvector[1][2] = planes[2][1] * ilocalsize;
8513         projectionvector[2][0] = planes[0][2] * ilocalsize;
8514         projectionvector[2][1] = planes[1][2] * ilocalsize;
8515         projectionvector[2][2] = planes[2][2] * ilocalsize;
8516         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8517         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8518         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8519         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8520 }
8521 #endif
8522
8523         dynamic = model->surfmesh.isanimated;
8524         vertex3f = rsurface.modelvertex3f;
8525         numsurfacelist = model->nummodelsurfaces;
8526         surfacelist = model->sortedmodelsurfaces;
8527         surfaces = model->data_surfaces;
8528         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8529         {
8530                 surfaceindex = surfacelist[surfacelistindex];
8531                 surface = surfaces + surfaceindex;
8532                 // skip transparent surfaces
8533                 texture = surface->texture;
8534                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8535                         continue;
8536                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8537                         continue;
8538                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8539                         continue;
8540                 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
8541                 numvertices = surface->num_vertices;
8542                 numtriangles = surface->num_triangles;
8543                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8544                 {
8545                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
8546                         {
8547                                 index = 3*e[cornerindex];
8548                                 VectorCopy(vertex3f + index, v[cornerindex]);
8549                         }
8550                         // cull backfaces
8551                         //TriangleNormal(v[0], v[1], v[2], normal);
8552                         //if (DotProduct(normal, localnormal) < 0.0f)
8553                         //      continue;
8554                         // clip by each of the box planes formed from the projection matrix
8555                         // if anything survives, we emit the decal
8556                         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]);
8557                         if (numpoints < 3)
8558                                 continue;
8559                         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]);
8560                         if (numpoints < 3)
8561                                 continue;
8562                         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]);
8563                         if (numpoints < 3)
8564                                 continue;
8565                         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]);
8566                         if (numpoints < 3)
8567                                 continue;
8568                         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]);
8569                         if (numpoints < 3)
8570                                 continue;
8571                         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]);
8572                         if (numpoints < 3)
8573                                 continue;
8574                         // some part of the triangle survived, so we have to accept it...
8575                         if (dynamic)
8576                         {
8577                                 // dynamic always uses the original triangle
8578                                 numpoints = 3;
8579                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8580                                 {
8581                                         index = 3*e[cornerindex];
8582                                         VectorCopy(vertex3f + index, v[cornerindex]);
8583                                 }
8584                         }
8585                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8586                         {
8587                                 // convert vertex positions to texcoords
8588                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8589                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8590                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8591                                 // calculate distance fade from the projection origin
8592                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
8593                                 f = bound(0.0f, f, 1.0f);
8594                                 c[cornerindex][0] = r * f;
8595                                 c[cornerindex][1] = g * f;
8596                                 c[cornerindex][2] = b * f;
8597                                 c[cornerindex][3] = 1.0f;
8598                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8599                         }
8600                         if (dynamic)
8601                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
8602                         else
8603                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8604                                         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, surfaceindex, decalsequence);
8605                 }
8606         }
8607 }
8608
8609 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
8610 static void R_DecalSystem_ApplySplatEntities(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, int decalsequence)
8611 {
8612         int renderentityindex;
8613         float worldmins[3];
8614         float worldmaxs[3];
8615         entity_render_t *ent;
8616
8617         if (!cl_decals_newsystem.integer)
8618                 return;
8619
8620         worldmins[0] = worldorigin[0] - worldsize;
8621         worldmins[1] = worldorigin[1] - worldsize;
8622         worldmins[2] = worldorigin[2] - worldsize;
8623         worldmaxs[0] = worldorigin[0] + worldsize;
8624         worldmaxs[1] = worldorigin[1] + worldsize;
8625         worldmaxs[2] = worldorigin[2] + worldsize;
8626
8627         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8628
8629         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8630         {
8631                 ent = r_refdef.scene.entities[renderentityindex];
8632                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8633                         continue;
8634
8635                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8636         }
8637 }
8638
8639 typedef struct r_decalsystem_splatqueue_s
8640 {
8641         vec3_t worldorigin;
8642         vec3_t worldnormal;
8643         float color[4];
8644         float tcrange[4];
8645         float worldsize;
8646         int decalsequence;
8647 }
8648 r_decalsystem_splatqueue_t;
8649
8650 int r_decalsystem_numqueued = 0;
8651 #define MAX_DECALSYSTEM_QUEUE 1024
8652 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
8653
8654 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)
8655 {
8656         r_decalsystem_splatqueue_t *queue;
8657
8658         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
8659                 return;
8660
8661         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
8662         VectorCopy(worldorigin, queue->worldorigin);
8663         VectorCopy(worldnormal, queue->worldnormal);
8664         Vector4Set(queue->color, r, g, b, a);
8665         Vector4Set(queue->tcrange, s1, t1, s2, t2);
8666         queue->worldsize = worldsize;
8667         queue->decalsequence = cl.decalsequence++;
8668 }
8669
8670 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
8671 {
8672         int i;
8673         r_decalsystem_splatqueue_t *queue;
8674
8675         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
8676                 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
8677         r_decalsystem_numqueued = 0;
8678 }
8679
8680 extern cvar_t cl_decals_max;
8681 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
8682 {
8683         int i;
8684         decalsystem_t *decalsystem = &ent->decalsystem;
8685         int numdecals;
8686         int killsequence;
8687         tridecal_t *decal;
8688         float frametime;
8689         float lifetime;
8690
8691         if (!decalsystem->numdecals)
8692                 return;
8693
8694         if (r_showsurfaces.integer)
8695                 return;
8696
8697         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8698         {
8699                 R_DecalSystem_Reset(decalsystem);
8700                 return;
8701         }
8702
8703         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
8704         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
8705
8706         if (decalsystem->lastupdatetime)
8707                 frametime = (cl.time - decalsystem->lastupdatetime);
8708         else
8709                 frametime = 0;
8710         decalsystem->lastupdatetime = cl.time;
8711         decal = decalsystem->decals;
8712         numdecals = decalsystem->numdecals;
8713
8714         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8715         {
8716                 if (decal->color4ub[0][3])
8717                 {
8718                         decal->lived += frametime;
8719                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
8720                         {
8721                                 memset(decal, 0, sizeof(*decal));
8722                                 if (decalsystem->freedecal > i)
8723                                         decalsystem->freedecal = i;
8724                         }
8725                 }
8726         }
8727         decal = decalsystem->decals;
8728         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
8729                 numdecals--;
8730
8731         // collapse the array by shuffling the tail decals into the gaps
8732         for (;;)
8733         {
8734                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
8735                         decalsystem->freedecal++;
8736                 if (decalsystem->freedecal == numdecals)
8737                         break;
8738                 decal[decalsystem->freedecal] = decal[--numdecals];
8739         }
8740
8741         decalsystem->numdecals = numdecals;
8742
8743         if (numdecals <= 0)
8744         {
8745                 // if there are no decals left, reset decalsystem
8746                 R_DecalSystem_Reset(decalsystem);
8747         }
8748 }
8749
8750 extern skinframe_t *decalskinframe;
8751 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8752 {
8753         int i;
8754         decalsystem_t *decalsystem = &ent->decalsystem;
8755         int numdecals;
8756         tridecal_t *decal;
8757         float fadedelay;
8758         float faderate;
8759         float alpha;
8760         float *v3f;
8761         float *c4f;
8762         float *t2f;
8763         const int *e;
8764         const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible;
8765         int numtris = 0;
8766
8767         numdecals = decalsystem->numdecals;
8768         if (!numdecals)
8769                 return;
8770
8771         if (r_showsurfaces.integer)
8772                 return;
8773
8774         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8775         {
8776                 R_DecalSystem_Reset(decalsystem);
8777                 return;
8778         }
8779
8780         // if the model is static it doesn't matter what value we give for
8781         // wantnormals and wanttangents, so this logic uses only rules applicable
8782         // to a model, knowing that they are meaningless otherwise
8783         if (ent == r_refdef.scene.worldentity)
8784                 RSurf_ActiveWorldEntity();
8785         else
8786                 RSurf_ActiveModelEntity(ent, false, false);
8787
8788         decalsystem->lastupdatetime = cl.time;
8789         decal = decalsystem->decals;
8790
8791         fadedelay = cl_decals_time.value;
8792         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8793
8794         // update vertex positions for animated models
8795         v3f = decalsystem->vertex3f;
8796         c4f = decalsystem->color4f;
8797         t2f = decalsystem->texcoord2f;
8798         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8799         {
8800                 if (!decal->color4ub[0][3])
8801                         continue;
8802
8803                 if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex])
8804                         continue;
8805
8806                 // update color values for fading decals
8807                 if (decal->lived >= cl_decals_time.value)
8808                 {
8809                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8810                         alpha *= (1.0f/255.0f);
8811                 }
8812                 else
8813                         alpha = 1.0f/255.0f;
8814
8815                 c4f[ 0] = decal->color4ub[0][0] * alpha;
8816                 c4f[ 1] = decal->color4ub[0][1] * alpha;
8817                 c4f[ 2] = decal->color4ub[0][2] * alpha;
8818                 c4f[ 3] = 1;
8819                 c4f[ 4] = decal->color4ub[1][0] * alpha;
8820                 c4f[ 5] = decal->color4ub[1][1] * alpha;
8821                 c4f[ 6] = decal->color4ub[1][2] * alpha;
8822                 c4f[ 7] = 1;
8823                 c4f[ 8] = decal->color4ub[2][0] * alpha;
8824                 c4f[ 9] = decal->color4ub[2][1] * alpha;
8825                 c4f[10] = decal->color4ub[2][2] * alpha;
8826                 c4f[11] = 1;
8827
8828                 t2f[0] = decal->texcoord2f[0][0];
8829                 t2f[1] = decal->texcoord2f[0][1];
8830                 t2f[2] = decal->texcoord2f[1][0];
8831                 t2f[3] = decal->texcoord2f[1][1];
8832                 t2f[4] = decal->texcoord2f[2][0];
8833                 t2f[5] = decal->texcoord2f[2][1];
8834
8835                 // update vertex positions for animated models
8836                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8837                 {
8838                         e = rsurface.modelelement3i + 3*decal->triangleindex;
8839                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8840                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8841                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8842                 }
8843                 else
8844                 {
8845                         VectorCopy(decal->vertex3f[0], v3f);
8846                         VectorCopy(decal->vertex3f[1], v3f + 3);
8847                         VectorCopy(decal->vertex3f[2], v3f + 6);
8848                 }
8849
8850                 v3f += 9;
8851                 c4f += 12;
8852                 t2f += 6;
8853                 numtris++;
8854         }
8855
8856         if (numtris > 0)
8857         {
8858                 r_refdef.stats.drawndecals += numtris;
8859                 // now render the decals all at once
8860                 // (this assumes they all use one particle font texture!)
8861                 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, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
8862                 R_Mesh_ResetTextureState();
8863                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8864                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8865                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8866                 R_SetupGenericShader(true);
8867                 GL_DepthMask(false);
8868                 GL_DepthRange(0, 1);
8869                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8870                 GL_DepthTest(true);
8871                 GL_CullFace(GL_NONE);
8872                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8873                 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8874                 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8875                 GL_LockArrays(0, numtris * 3);
8876                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
8877                 GL_LockArrays(0, 0);
8878         }
8879 }
8880
8881 static void R_DrawModelDecals(void)
8882 {
8883         int i, numdecals;
8884
8885         // fade faster when there are too many decals
8886         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8887         for (i = 0;i < r_refdef.scene.numentities;i++)
8888                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8889
8890         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
8891         for (i = 0;i < r_refdef.scene.numentities;i++)
8892                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8893                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
8894
8895         R_DecalSystem_ApplySplatEntitiesQueue();
8896
8897         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8898         for (i = 0;i < r_refdef.scene.numentities;i++)
8899                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8900
8901         r_refdef.stats.totaldecals += numdecals;
8902
8903         if (r_showsurfaces.integer)
8904                 return;
8905
8906         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
8907
8908         if (!r_drawentities.integer)
8909                 return;
8910
8911         for (i = 0;i < r_refdef.scene.numentities;i++)
8912         {
8913                 if (!r_refdef.viewcache.entityvisible[i])
8914                         continue;
8915                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8916                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
8917         }
8918 }
8919
8920 void R_DrawDebugModel(void)
8921 {
8922         entity_render_t *ent = rsurface.entity;
8923         int i, j, k, l, flagsmask;
8924         const int *elements;
8925         q3mbrush_t *brush;
8926         const msurface_t *surface;
8927         dp_model_t *model = ent->model;
8928         vec3_t v;
8929
8930         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8931
8932         R_Mesh_ColorPointer(NULL, 0, 0);
8933         R_Mesh_ResetTextureState();
8934         R_SetupGenericShader(false);
8935         GL_DepthRange(0, 1);
8936         GL_DepthTest(!r_showdisabledepthtest.integer);
8937         GL_DepthMask(false);
8938         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8939
8940         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8941         {
8942                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8943                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8944                 {
8945                         if (brush->colbrushf && brush->colbrushf->numtriangles)
8946                         {
8947                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8948                                 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);
8949                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8950                         }
8951                 }
8952                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8953                 {
8954                         if (surface->num_collisiontriangles)
8955                         {
8956                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8957                                 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);
8958                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8959                         }
8960                 }
8961         }
8962
8963         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8964
8965         if (r_showtris.integer || r_shownormals.integer)
8966         {
8967                 if (r_showdisabledepthtest.integer)
8968                 {
8969                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8970                         GL_DepthMask(false);
8971                 }
8972                 else
8973                 {
8974                         GL_BlendFunc(GL_ONE, GL_ZERO);
8975                         GL_DepthMask(true);
8976                 }
8977                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
8978                 {
8979                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
8980                                 continue;
8981                         rsurface.texture = R_GetCurrentTexture(surface->texture);
8982                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
8983                         {
8984                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
8985                                 if (r_showtris.value > 0)
8986                                 {
8987                                         if (!rsurface.texture->currentlayers->depthmask)
8988                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
8989                                         else if (ent == r_refdef.scene.worldentity)
8990                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
8991                                         else
8992                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
8993                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
8994                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
8995                                         R_Mesh_ColorPointer(NULL, 0, 0);
8996                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
8997                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
8998                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
8999                                         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);
9000                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9001                                         CHECKGLERROR
9002                                 }
9003                                 if (r_shownormals.value < 0)
9004                                 {
9005                                         qglBegin(GL_LINES);
9006                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9007                                         {
9008                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
9009                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9010                                                 qglVertex3f(v[0], v[1], v[2]);
9011                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
9012                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9013                                                 qglVertex3f(v[0], v[1], v[2]);
9014                                         }
9015                                         qglEnd();
9016                                         CHECKGLERROR
9017                                 }
9018                                 if (r_shownormals.value > 0)
9019                                 {
9020                                         qglBegin(GL_LINES);
9021                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9022                                         {
9023                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
9024                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9025                                                 qglVertex3f(v[0], v[1], v[2]);
9026                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
9027                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9028                                                 qglVertex3f(v[0], v[1], v[2]);
9029                                         }
9030                                         qglEnd();
9031                                         CHECKGLERROR
9032                                         qglBegin(GL_LINES);
9033                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9034                                         {
9035                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
9036                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9037                                                 qglVertex3f(v[0], v[1], v[2]);
9038                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
9039                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9040                                                 qglVertex3f(v[0], v[1], v[2]);
9041                                         }
9042                                         qglEnd();
9043                                         CHECKGLERROR
9044                                         qglBegin(GL_LINES);
9045                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9046                                         {
9047                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
9048                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9049                                                 qglVertex3f(v[0], v[1], v[2]);
9050                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
9051                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9052                                                 qglVertex3f(v[0], v[1], v[2]);
9053                                         }
9054                                         qglEnd();
9055                                         CHECKGLERROR
9056                                 }
9057                         }
9058                 }
9059                 rsurface.texture = NULL;
9060         }
9061 }
9062
9063 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
9064 int r_maxsurfacelist = 0;
9065 const msurface_t **r_surfacelist = NULL;
9066 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9067 {
9068         int i, j, endj, f, flagsmask;
9069         texture_t *t;
9070         dp_model_t *model = r_refdef.scene.worldmodel;
9071         msurface_t *surfaces;
9072         unsigned char *update;
9073         int numsurfacelist = 0;
9074         if (model == NULL)
9075                 return;
9076
9077         if (r_maxsurfacelist < model->num_surfaces)
9078         {
9079                 r_maxsurfacelist = model->num_surfaces;
9080                 if (r_surfacelist)
9081                         Mem_Free((msurface_t**)r_surfacelist);
9082                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9083         }
9084
9085         RSurf_ActiveWorldEntity();
9086
9087         surfaces = model->data_surfaces;
9088         update = model->brushq1.lightmapupdateflags;
9089
9090         // update light styles on this submodel
9091         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9092         {
9093                 model_brush_lightstyleinfo_t *style;
9094                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9095                 {
9096                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
9097                         {
9098                                 int *list = style->surfacelist;
9099                                 style->value = r_refdef.scene.lightstylevalue[style->style];
9100                                 for (j = 0;j < style->numsurfaces;j++)
9101                                         update[list[j]] = true;
9102                         }
9103                 }
9104         }
9105
9106         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9107
9108         if (debug)
9109         {
9110                 R_DrawDebugModel();
9111                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9112                 return;
9113         }
9114
9115         f = 0;
9116         t = NULL;
9117         rsurface.uselightmaptexture = false;
9118         rsurface.texture = NULL;
9119         rsurface.rtlight = NULL;
9120         numsurfacelist = 0;
9121         // add visible surfaces to draw list
9122         for (i = 0;i < model->nummodelsurfaces;i++)
9123         {
9124                 j = model->sortedmodelsurfaces[i];
9125                 if (r_refdef.viewcache.world_surfacevisible[j])
9126                         r_surfacelist[numsurfacelist++] = surfaces + j;
9127         }
9128         // update lightmaps if needed
9129         if (update)
9130                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9131                         if (r_refdef.viewcache.world_surfacevisible[j])
9132                                 if (update[j])
9133                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
9134         // don't do anything if there were no surfaces
9135         if (!numsurfacelist)
9136         {
9137                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9138                 return;
9139         }
9140         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9141         GL_AlphaTest(false);
9142
9143         // add to stats if desired
9144         if (r_speeds.integer && !skysurfaces && !depthonly)
9145         {
9146                 r_refdef.stats.world_surfaces += numsurfacelist;
9147                 for (j = 0;j < numsurfacelist;j++)
9148                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
9149         }
9150
9151         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9152 }
9153
9154 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9155 {
9156         int i, j, endj, f, flagsmask;
9157         texture_t *t;
9158         dp_model_t *model = ent->model;
9159         msurface_t *surfaces;
9160         unsigned char *update;
9161         int numsurfacelist = 0;
9162         if (model == NULL)
9163                 return;
9164
9165         if (r_maxsurfacelist < model->num_surfaces)
9166         {
9167                 r_maxsurfacelist = model->num_surfaces;
9168                 if (r_surfacelist)
9169                         Mem_Free((msurface_t **)r_surfacelist);
9170                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9171         }
9172
9173         // if the model is static it doesn't matter what value we give for
9174         // wantnormals and wanttangents, so this logic uses only rules applicable
9175         // to a model, knowing that they are meaningless otherwise
9176         if (ent == r_refdef.scene.worldentity)
9177                 RSurf_ActiveWorldEntity();
9178         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9179                 RSurf_ActiveModelEntity(ent, false, false);
9180         else if (depthonly)
9181                 RSurf_ActiveModelEntity(ent, false, false);
9182         else
9183         {
9184                 switch (vid.renderpath)
9185                 {
9186                 case RENDERPATH_GL20:
9187                         RSurf_ActiveModelEntity(ent, true, true);
9188                         break;
9189                 case RENDERPATH_GL13:
9190                 case RENDERPATH_GL11:
9191                         RSurf_ActiveModelEntity(ent, true, false);
9192                         break;
9193                 }
9194         }
9195
9196         surfaces = model->data_surfaces;
9197         update = model->brushq1.lightmapupdateflags;
9198
9199         // update light styles
9200         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9201         {
9202                 model_brush_lightstyleinfo_t *style;
9203                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9204                 {
9205                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
9206                         {
9207                                 int *list = style->surfacelist;
9208                                 style->value = r_refdef.scene.lightstylevalue[style->style];
9209                                 for (j = 0;j < style->numsurfaces;j++)
9210                                         update[list[j]] = true;
9211                         }
9212                 }
9213         }
9214
9215         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9216
9217         if (debug)
9218         {
9219                 R_DrawDebugModel();
9220                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9221                 return;
9222         }
9223
9224         f = 0;
9225         t = NULL;
9226         rsurface.uselightmaptexture = false;
9227         rsurface.texture = NULL;
9228         rsurface.rtlight = NULL;
9229         numsurfacelist = 0;
9230         // add visible surfaces to draw list
9231         for (i = 0;i < model->nummodelsurfaces;i++)
9232                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9233         // don't do anything if there were no surfaces
9234         if (!numsurfacelist)
9235         {
9236                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9237                 return;
9238         }
9239         // update lightmaps if needed
9240         if (update)
9241                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9242                         if (update[j])
9243                                 R_BuildLightMap(ent, surfaces + j);
9244         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9245         GL_AlphaTest(false);
9246
9247         // add to stats if desired
9248         if (r_speeds.integer && !skysurfaces && !depthonly)
9249         {
9250                 r_refdef.stats.entities_surfaces += numsurfacelist;
9251                 for (j = 0;j < numsurfacelist;j++)
9252                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9253         }
9254
9255         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9256 }
9257
9258 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9259 {
9260         static texture_t texture;
9261         static msurface_t surface;
9262         const msurface_t *surfacelist = &surface;
9263
9264         // fake enough texture and surface state to render this geometry
9265
9266         texture.update_lastrenderframe = -1; // regenerate this texture
9267         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9268         texture.currentskinframe = skinframe;
9269         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9270         texture.specularscalemod = 1;
9271         texture.specularpowermod = 1;
9272
9273         surface.texture = &texture;
9274         surface.num_triangles = numtriangles;
9275         surface.num_firsttriangle = firsttriangle;
9276         surface.num_vertices = numvertices;
9277         surface.num_firstvertex = firstvertex;
9278
9279         // now render it
9280         rsurface.texture = R_GetCurrentTexture(surface.texture);
9281         rsurface.uselightmaptexture = false;
9282         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);
9283 }