]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
Move rt* states and the ambient value into r_refdef_scene. Menu now uses fullbright...
[xonotic/darkplaces.git] / gl_rmain.c
index 227d213d23ac5df5c71c679d8a4e41e55572d6cf..1f59f2cb4fb7548d6bd055c237bc9390f95d4593 100644 (file)
@@ -149,36 +149,7 @@ static struct r_bloomstate_s
 }
 r_bloomstate;
 
-typedef struct r_waterstate_waterplane_s
-{
-       rtexture_t *texture_refraction;
-       rtexture_t *texture_reflection;
-       mplane_t plane;
-       int materialflags; // combined flags of all water surfaces on this plane
-       unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
-       qboolean pvsvalid;
-}
-r_waterstate_waterplane_t;
-
-#define MAX_WATERPLANES 16
-
-static struct r_waterstate_s
-{
-       qboolean enabled;
-
-       qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
-
-       int waterwidth, waterheight;
-       int texturewidth, textureheight;
-
-       int maxwaterplanes; // same as MAX_WATERPLANES
-       int numwaterplanes;
-       r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
-
-       float screenscale[2];
-       float screencenter[2];
-}
-r_waterstate;
+r_waterstate_t r_waterstate;
 
 // shadow volume bsp struct with automatically growing nodes buffer
 svbsp_t r_svbsp;
@@ -1713,7 +1684,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                }
                else
                {
-                       if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
+                       if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
                        if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
                }
@@ -1920,6 +1891,9 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (basepixels == NULL)
                return NULL;
 
+       if (developer_loading.integer)
+               Con_Printf("loading skin \"%s\"\n", name);
+
        // we've got some pixels to store, so really allocate this new texture now
        if (!skinframe)
                skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
@@ -2040,6 +2014,9 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
        if (!skindata)
                return NULL;
 
+       if (developer_loading.integer)
+               Con_Printf("loading 32bit skin \"%s\"\n", name);
+
        if (r_shadow_bumpscale_basetexture.value > 0)
        {
                temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
@@ -2096,6 +2073,9 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
        if (!skindata)
                return NULL;
 
+       if (developer_loading.integer)
+               Con_Printf("loading quake skin \"%s\"\n", name);
+
        if (r_shadow_bumpscale_basetexture.value > 0)
        {
                temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
@@ -2783,7 +2763,7 @@ void R_SetupView(qboolean allowwaterclippingplane)
 {
        if (!r_refdef.view.useperspective)
                GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
-       else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
+       else if (r_refdef.scene.rtworldshadows || r_refdef.scene.rtdlightshadows)
                GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
        else
                GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
@@ -3548,6 +3528,8 @@ void R_UpdateVariables(void)
 {
        R_Textures_Frame();
 
+       r_refdef.scene.ambient = r_ambient.value;
+
        r_refdef.farclip = 4096;
        if (r_refdef.scene.worldmodel)
                r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
@@ -3560,17 +3542,17 @@ void R_UpdateVariables(void)
        r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
        r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
 
-       r_refdef.rtworld = r_shadow_realtime_world.integer;
-       r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
-       r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
-       r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
-       r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+       r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
+       r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+       r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
+       r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
+       r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
        if (r_showsurfaces.integer)
        {
-               r_refdef.rtworld = false;
-               r_refdef.rtworldshadows = false;
-               r_refdef.rtdlight = false;
-               r_refdef.rtdlightshadows = false;
+               r_refdef.scene.rtworld = false;
+               r_refdef.scene.rtworldshadows = false;
+               r_refdef.scene.rtdlight = false;
+               r_refdef.scene.rtdlightshadows = false;
                r_refdef.lightmapintensity = 0;
        }
 
@@ -3731,6 +3713,10 @@ void R_RenderView(void)
                R_ClearScreen(r_refdef.fogenabled);
                if (r_timereport_active)
                        R_TimeReport("viewclear");
+       } else {
+               // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
+               GL_Clear( GL_DEPTH_BUFFER_BIT );
+               R_TimeReport("depthclear");
        }
        r_refdef.view.clear = true;
 
@@ -4401,6 +4387,12 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        float tcmat[12];
        q3shaderinfo_layer_tcmod_t *tcmod;
 
+       if (t->basematerialflags & MATERIALFLAG_NODRAW)
+       {
+               t->currentmaterialflags = MATERIALFLAG_NODRAW;
+               return;
+       }
+
        // switch to an alternate material if this is a q1bsp animated material
        {
                texture_t *texture = t;
@@ -4434,7 +4426,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
                {
                        strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
-                       Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
+                       if (developer_loading.integer)
+                               Con_Printf("loading skins/%s\n", r_qwskincache[i]);
                        r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
                }
                t->currentskinframe = r_qwskincache_skinframe[i];
@@ -4493,7 +4486,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
 
        // there is no tcmod
-       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+       if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
                t->currenttexmatrix = r_waterscrollmatrix;
 
        for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
@@ -4503,7 +4496,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                {
                case Q3TCMOD_COUNT:
                case Q3TCMOD_NONE:
-                       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+                       if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
                                matrix = r_waterscrollmatrix;
                        else
                                matrix = identitymatrix;
@@ -4585,105 +4578,98 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->basetexture = r_texture_grey128;
                t->backgroundbasetexture = NULL;
                t->specularscale = 0;
-               t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
-               t->currentmaterialflags |= MATERIALFLAG_WALL;
+               t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
        }
 
        Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
        VectorClear(t->dlightcolor);
        t->currentnumlayers = 0;
-       if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
+       if (t->currentmaterialflags & MATERIALFLAG_WALL)
        {
-               if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+               int layerflags = 0;
+               int blendfunc1, blendfunc2, depthmask;
+               if (t->currentmaterialflags & MATERIALFLAG_ADD)
                {
-                       int blendfunc1, blendfunc2, depthmask;
-                       if (t->currentmaterialflags & MATERIALFLAG_ADD)
-                       {
-                               blendfunc1 = GL_SRC_ALPHA;
-                               blendfunc2 = GL_ONE;
-                       }
-                       else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
-                       {
-                               blendfunc1 = GL_SRC_ALPHA;
-                               blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-                       }
-                       else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
-                       {
-                               blendfunc1 = t->customblendfunc[0];
-                               blendfunc2 = t->customblendfunc[1];
-                       }
-                       else
+                       blendfunc1 = GL_SRC_ALPHA;
+                       blendfunc2 = GL_ONE;
+               }
+               else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
+               {
+                       blendfunc1 = GL_SRC_ALPHA;
+                       blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               }
+               else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
+               {
+                       blendfunc1 = t->customblendfunc[0];
+                       blendfunc2 = t->customblendfunc[1];
+               }
+               else
+               {
+                       blendfunc1 = GL_ONE;
+                       blendfunc2 = GL_ZERO;
+               }
+               depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
+               if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
+                       layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
+               if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+               {
+                       // fullbright is not affected by r_refdef.lightmapintensity
+                       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]);
+                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+               }
+               else
+               {
+                       vec3_t ambientcolor;
+                       float colorscale;
+                       // set the color tint used for lights affecting this surface
+                       VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
+                       colorscale = 2;
+                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                       // would normally be baked into the lightmap must be
+                       // applied to the color
+                       // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
+                       if (ent->model->type == mod_brushq3)
+                               colorscale *= r_refdef.scene.rtlightstylevalue[0];
+                       colorscale *= r_refdef.lightmapintensity;
+                       VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
+                       VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
+                       // basic lit geometry
+                       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]);
+                       // add pants/shirt if needed
+                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       // now add ambient passes if needed
+                       if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
                        {
-                               blendfunc1 = GL_ONE;
-                               blendfunc2 = GL_ZERO;
-                       }
-                       depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
-                       if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
-                       {
-                               int layerflags = 0;
-                               if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
-                                       layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
-                               if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
-                               {
-                                       // fullbright is not affected by r_refdef.lightmapintensity
-                                       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]);
-                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
-                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
-                               }
-                               else
-                               {
-                                       vec3_t ambientcolor;
-                                       float colorscale;
-                                       // set the color tint used for lights affecting this surface
-                                       VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
-                                       colorscale = 2;
-                                       // q3bsp has no lightmap updates, so the lightstylevalue that
-                                       // would normally be baked into the lightmap must be
-                                       // applied to the color
-                                       // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
-                                       if (ent->model->type == mod_brushq3)
-                                               colorscale *= r_refdef.scene.rtlightstylevalue[0];
-                                       colorscale *= r_refdef.lightmapintensity;
-                                       VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
-                                       VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
-                                       // basic lit geometry
-                                       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]);
-                                       // add pants/shirt if needed
-                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
-                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
-                                       // now add ambient passes if needed
-                                       if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
-                                       {
-                                               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]);
-                                               if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
-                                               if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
-                                       }
-                               }
-                               if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
-                                       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]);
-                               if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
-                               {
-                                       // if this is opaque use alpha blend which will darken the earlier
-                                       // passes cheaply.
-                                       //
-                                       // if this is an alpha blended material, all the earlier passes
-                                       // were darkened by fog already, so we only need to add the fog
-                                       // color ontop through the fog mask texture
-                                       //
-                                       // if this is an additive blended material, all the earlier passes
-                                       // were darkened by fog already, and we should not add fog color
-                                       // (because the background was not darkened, there is no fog color
-                                       // that was lost behind it).
-                                       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]);
-                               }
+                               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]);
+                               if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
+                               if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
                        }
                }
+               if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
+                       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]);
+               if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
+               {
+                       // if this is opaque use alpha blend which will darken the earlier
+                       // passes cheaply.
+                       //
+                       // if this is an alpha blended material, all the earlier passes
+                       // were darkened by fog already, so we only need to add the fog
+                       // color ontop through the fog mask texture
+                       //
+                       // if this is an additive blended material, all the earlier passes
+                       // were darkened by fog already, and we should not add fog color
+                       // (because the background was not darkened, there is no fog color
+                       // that was lost behind it).
+                       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]);
+               }
        }
 }
 
@@ -4816,7 +4802,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
                rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
        }
-       if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
+       if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
        {
                if (wanttangents)
                {
@@ -4824,7 +4810,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelsvector3f = rsurface.array_modelsvector3f;
                        rsurface.modeltvector3f = rsurface.array_modeltvector3f;
                        rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
                }
                else if (wantnormals)
                {
@@ -4832,7 +4818,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
                }
                else
                {
@@ -4840,7 +4826,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = NULL;
-                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
                }
                rsurface.modelvertex3f_bufferobject = 0;
                rsurface.modelvertex3f_bufferoffset = 0;
@@ -5880,8 +5866,11 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
                R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
        }
-       R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
-       R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+       if(rsurface.texture->colormapping)
+       {
+               R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
+               R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+       }
        R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
        if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
                R_Mesh_ColorPointer(NULL, 0, 0);
@@ -6453,7 +6442,7 @@ void R_DrawDebugModel(entity_render_t *ent)
        model_t *model = ent->model;
        vec3_t v;
 
-       flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
+       flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
 
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
@@ -6607,7 +6596,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        }
 
        R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
-       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
 
        if (debug)
        {
@@ -6697,7 +6686,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        }
 
        R_UpdateAllTextureInfo(ent);
-       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
 
        if (debug)
        {