]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
implemented occlusion query support on corona rendering, this enables
[xonotic/darkplaces.git] / gl_rmain.c
index 14a1c3f47104c1e0b8f534ebc0c8623bee698b05..9d83c1f1efc1c9575f3e7a775b68da84248278d4 100644 (file)
@@ -58,7 +58,7 @@ cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders
 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
-cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
+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 DOWN, otherwise use the model lighting"};
 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
 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"};
@@ -168,6 +168,10 @@ rtexture_t *r_texture_gammaramps;
 unsigned int r_texture_gammaramps_serial;
 //rtexture_t *r_texture_fogintensity;
 
+unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
+unsigned int r_numqueries;
+unsigned int r_maxqueries;
+
 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
 
@@ -478,12 +482,12 @@ static const char *builtinshaderstring =
 "uniform vec3 Gamma;\n"
 "#endif\n"
 "//uncomment these if you want to use them:\n"
-"// uniform vec4 UserVec1;\n"
+"uniform vec4 UserVec1;\n"
 "// uniform vec4 UserVec2;\n"
 "// uniform vec4 UserVec3;\n"
 "// uniform vec4 UserVec4;\n"
 "// uniform float ClientTime;\n"
-"// uniform vec2 PixelSize;\n"
+"uniform vec2 PixelSize;\n"
 "void main(void)\n"
 "{\n"
 "      gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
@@ -495,7 +499,14 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEPOSTPROCESSING\n"
-"// add your own postprocessing here or make your own ifdef for it\n"
+"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
+"// 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"
+"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
+"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
+"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
+"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
+"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
+"      gl_FragColor /= (1 + 5 * UserVec1.y);\n"
 "#endif\n"
 "\n"
 "#ifdef USEGAMMARAMPS\n"
@@ -1236,13 +1247,13 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
        }
        else if (!strcmp(filename, "glsl/default.glsl"))
        {
-               shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
+               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
                memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
        }
        return shaderstring;
 }
 
-static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
+static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
 {
        int i;
        shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
@@ -1413,8 +1424,8 @@ static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t per
 
 void R_GLSL_Restart_f(void)
 {
-       shadermode_t mode;
-       shaderpermutation_t permutation;
+       unsigned int mode;
+       unsigned int permutation;
        for (mode = 0;mode < SHADERMODE_COUNT;mode++)
                for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
                        if (r_glsl_permutations[mode][permutation].program)
@@ -1446,7 +1457,7 @@ void R_GLSL_DumpShader_f(void)
        Con_Printf("glsl/default.glsl written\n");
 }
 
-void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
+void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
 {
        r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
        if (r_glsl_permutation != perm)
@@ -1545,7 +1556,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
        // minimum features necessary to avoid wasting rendering time in the
        // fragment shader on features that are not being used
        unsigned int permutation = 0;
-       shadermode_t mode = 0;
+       unsigned int mode = 0;
        // TODO: implement geometry-shader based shadow volumes someday
        if (r_glsl_offsetmapping.integer)
        {
@@ -1727,7 +1738,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
                }
                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]);
-               if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
+               if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
                // additive passes are only darkened by fog, not tinted
                if (r_glsl_permutation->loc_FogColor >= 0)
                {
@@ -1787,13 +1798,14 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
 
 #define SKINFRAME_HASH 1024
 
-struct
+typedef struct
 {
        int loadsequence; // incremented each level change
        memexpandablearray_t array;
        skinframe_t *hash[SKINFRAME_HASH];
 }
-r_skinframe;
+r_skinframe_t;
+r_skinframe_t r_skinframe;
 
 void R_SkinFrame_PrepareForPurge(void)
 {
@@ -1905,6 +1917,41 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
        return item;
 }
 
+#define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
+       { \
+               unsigned long long avgcolor[5], wsum; \
+               int pix, comp, w; \
+               avgcolor[0] = 0; \
+               avgcolor[1] = 0; \
+               avgcolor[2] = 0; \
+               avgcolor[3] = 0; \
+               avgcolor[4] = 0; \
+               wsum = 0; \
+               for(pix = 0; pix < cnt; ++pix) \
+               { \
+                       w = 0; \
+                       for(comp = 0; comp < 3; ++comp) \
+                               w += getpixel; \
+                       if(w) /* ignore perfectly black pixels because that is better for model skins */ \
+                       { \
+                               ++wsum; \
+                               /* comp = 3; -- not needed, comp is always 3 when we get here */ \
+                               w = getpixel; \
+                               for(comp = 0; comp < 3; ++comp) \
+                                       avgcolor[comp] += getpixel * w; \
+                               avgcolor[3] += w; \
+                       } \
+                       /* comp = 3; -- not needed, comp is always 3 when we get here */ \
+                       avgcolor[4] += getpixel; \
+               } \
+               if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
+                       avgcolor[3] = 1; \
+               skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
+               skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
+               skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
+               skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
+       }
+
 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
 {
        // FIXME: it should be possible to disable loading various layers using
@@ -1980,6 +2027,9 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl
                }
        }
 
+       R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
+       //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]);
+
        // _norm is the name used by tenebrae and has been adopted as standard
        if (loadnormalmap)
        {
@@ -2096,6 +2146,9 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
                }
        }
 
+       R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
+       //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]);
+
        return skinframe;
 }
 
@@ -2103,6 +2156,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
 {
        int i;
        unsigned char *temp1, *temp2;
+       unsigned int *palette;
        skinframe_t *skinframe;
 
        if (cls.state == ca_dedicated)
@@ -2113,6 +2167,8 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
        if (skinframe && skinframe->base)
                return skinframe;
 
+       palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
+
        skinframe->stain = NULL;
        skinframe->merged = NULL;
        skinframe->base = r_texture_notexture;
@@ -2141,7 +2197,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
                Mem_Free(temp1);
        }
        // use either a custom palette, or the quake palette
-       skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
+       skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
        if (loadglowtexture)
                skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
        if (loadpantsandshirt)
@@ -2160,6 +2216,9 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
                        skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
        }
 
+       R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
+       //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]);
+
        return skinframe;
 }
 
@@ -2181,11 +2240,20 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
        skinframe->glow = NULL;
        skinframe->fog = NULL;
 
+       skinframe->avgcolor[0] = rand() / RAND_MAX;
+       skinframe->avgcolor[1] = rand() / RAND_MAX;
+       skinframe->avgcolor[2] = rand() / RAND_MAX;
+       skinframe->avgcolor[3] = 1;
+
        return skinframe;
 }
 
 void gl_main_start(void)
 {
+       r_numqueries = 0;
+       r_maxqueries = 0;
+       memset(r_queries, 0, sizeof(r_queries));
+
        memset(r_qwskincache, 0, sizeof(r_qwskincache));
        memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
 
@@ -2215,6 +2283,13 @@ void gl_main_start(void)
 
 void gl_main_shutdown(void)
 {
+       if (r_maxqueries)
+               qglDeleteQueriesARB(r_maxqueries, r_queries);
+
+       r_numqueries = 0;
+       r_maxqueries = 0;
+       memset(r_queries, 0, sizeof(r_queries));
+
        memset(r_qwskincache, 0, sizeof(r_qwskincache));
        memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
 
@@ -2413,8 +2488,8 @@ void GL_Init (void)
        Con_Printf("GL_VENDOR: %s\n", gl_vendor);
        Con_Printf("GL_RENDERER: %s\n", gl_renderer);
        Con_Printf("GL_VERSION: %s\n", gl_version);
-       Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
-       Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
+       Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
+       Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
 
        VID_CheckExtensions();
 
@@ -2929,7 +3004,7 @@ static void R_Water_StartFrame(void)
 
        // calculate desired texture sizes
        // can't use water if the card does not support the texture size
-       if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
+       if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
                texturewidth = textureheight = waterwidth = waterheight = 0;
        else if (gl_support_arb_texture_non_power_of_two)
        {
@@ -4619,11 +4694,11 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                        Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
                        break;
                case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
-                       w = tcmod->parms[0];
-                       h = tcmod->parms[1];
+                       w = (int) tcmod->parms[0];
+                       h = (int) tcmod->parms[1];
                        f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
                        f = f - floor(f);
-                       idx = floor(f * w * h);
+                       idx = (int) floor(f * w * h);
                        Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
                        break;
                case Q3TCMOD_STRETCH:
@@ -5681,6 +5756,27 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te
        }
 }
 
+static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       int texturesurfaceindex;
+       int i;
+       float *v, *c2;
+       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+       {
+               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+               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)
+               {
+                       c2[0] = 0.5;
+                       c2[1] = 0.5;
+                       c2[2] = 0.5;
+                       c2[3] = 1;
+               }
+       }
+       rsurface.lightmapcolor4f = rsurface.array_color4f;
+       rsurface.lightmapcolor4f_bufferobject = 0;
+       rsurface.lightmapcolor4f_bufferoffset = 0;
+}
+
 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        int texturesurfaceindex;
@@ -5723,6 +5819,32 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t
        rsurface.lightmapcolor4f_bufferoffset = 0;
 }
 
+static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       int texturesurfaceindex;
+       int i;
+       float f;
+       float *v, *c, *c2;
+       if (!rsurface.lightmapcolor4f)
+               return;
+       // generate color arrays for the surfaces in this list
+       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+       {
+               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+               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)
+               {
+                       f = FogPoint_Model(v);
+                       c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
+                       c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
+                       c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
+                       c2[3] = c[3];
+               }
+       }
+       rsurface.lightmapcolor4f = rsurface.array_color4f;
+       rsurface.lightmapcolor4f_bufferobject = 0;
+       rsurface.lightmapcolor4f_bufferoffset = 0;
+}
+
 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
 {
        int texturesurfaceindex;
@@ -5746,6 +5868,29 @@ static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t *
        rsurface.lightmapcolor4f_bufferoffset = 0;
 }
 
+static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       int texturesurfaceindex;
+       int i;
+       float *c, *c2;
+       if (!rsurface.lightmapcolor4f)
+               return;
+       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+       {
+               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+               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)
+               {
+                       c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
+                       c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
+                       c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
+                       c2[3] = c[3];
+               }
+       }
+       rsurface.lightmapcolor4f = rsurface.array_color4f;
+       rsurface.lightmapcolor4f_bufferobject = 0;
+       rsurface.lightmapcolor4f_bufferoffset = 0;
+}
+
 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
 {
        // TODO: optimize
@@ -5834,12 +5979,12 @@ static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
 
-static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
 {
        int texturesurfaceindex;
        int i;
        float f;
-       float *v, *c, *c2;
+       float *v, *c, *c2, alpha;
        vec3_t ambientcolor;
        vec3_t diffusecolor;
        vec3_t lightdir;
@@ -5847,13 +5992,14 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
        // model lighting
        VectorCopy(rsurface.modellight_lightdir, lightdir);
        f = 0.5f * r_refdef.lightmapintensity;
-       ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
-       ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
-       ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
-       diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
-       diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
-       diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
-       if (VectorLength2(diffusecolor) > 0)
+       ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
+       ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
+       ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
+       diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
+       diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
+       diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
+       alpha = *a;
+       if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
        {
                // generate color arrays for the surfaces in this list
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
@@ -5870,27 +6016,32 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
                                        VectorMA(ambientcolor, f, diffusecolor, c);
                                else
                                        VectorCopy(ambientcolor, c);
-                               c[3] = a;
+                               c[3] = alpha;
                        }
                }
-               r = 1;
-               g = 1;
-               b = 1;
-               a = 1;
-               applycolor = false;
+               *r = 1;
+               *g = 1;
+               *b = 1;
+               *a = 1;
                rsurface.lightmapcolor4f = rsurface.array_color4f;
                rsurface.lightmapcolor4f_bufferobject = 0;
                rsurface.lightmapcolor4f_bufferoffset = 0;
+               *applycolor = false;
        }
        else
        {
-               r = ambientcolor[0];
-               g = ambientcolor[1];
-               b = ambientcolor[2];
+               *r = ambientcolor[0];
+               *g = ambientcolor[1];
+               *b = ambientcolor[2];
                rsurface.lightmapcolor4f = NULL;
                rsurface.lightmapcolor4f_bufferobject = 0;
                rsurface.lightmapcolor4f_bufferoffset = 0;
        }
+}
+
+static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+       RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
        if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
        R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
@@ -6315,11 +6466,115 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
        }
 }
 
+static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
+{
+       float c[4];
+
+       GL_AlphaTest(false);
+       R_Mesh_ColorPointer(NULL, 0, 0);
+       R_Mesh_ResetTextureState();
+       R_SetupGenericShader(false);
+
+       if(rsurface.texture && rsurface.texture->currentskinframe)
+               memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
+       else
+       {
+               c[0] = 1;
+               c[1] = 0;
+               c[2] = 1;
+               c[3] = 1;
+       }
+
+       if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
+       {
+               c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
+               c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
+               c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
+       }
+
+       // brighten it up (as texture value 127 means "unlit")
+       c[0] *= 2 * r_refdef.view.colorscale;
+       c[1] *= 2 * r_refdef.view.colorscale;
+       c[2] *= 2 * r_refdef.view.colorscale;
+
+       if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
+               c[3] *= r_wateralpha.value;
+
+       if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
+       }
+       else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+       {
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               GL_DepthMask(false);
+       }
+       else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
+               GL_DepthMask(false);
+       }
+       else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
+       {
+               GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
+               GL_DepthMask(false);
+       }
+       else
+       {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(writedepth);
+       }
+
+       rsurface.lightmapcolor4f = NULL;
+
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+       {
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+
+               rsurface.lightmapcolor4f = NULL;
+               rsurface.lightmapcolor4f_bufferobject = 0;
+               rsurface.lightmapcolor4f_bufferoffset = 0;
+       }
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
+       {
+               qboolean applycolor = true;
+               float one = 1.0;
+
+               RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+
+               r_refdef.lightmapintensity = 1;
+               RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
+               r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
+       }
+       else
+       {
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+
+               rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
+               rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
+               rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
+       }
+
+       if(!rsurface.lightmapcolor4f)
+               RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
+
+       RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
+       RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
+       if(r_refdef.fogenabled)
+               RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
+
+       R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
+       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+}
+
 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
 {
        CHECKGLERROR
        RSurf_SetupDepthAndCulling();
-       if (r_glsl.integer && gl_support_fragment_shader)
+       if (r_showsurfaces.integer == 3)
+               R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
+       else if (r_glsl.integer && gl_support_fragment_shader)
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
        else if (gl_combine.integer && r_textureunits.integer >= 2)
                R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
@@ -6341,7 +6596,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        // to a model, knowing that they are meaningless otherwise
        if (ent == r_refdef.scene.worldentity)
                RSurf_ActiveWorldEntity();
-       else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
+       else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
                RSurf_ActiveModelEntity(ent, false, false);
        else
                RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
@@ -6384,30 +6639,38 @@ static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **tex
                RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
                RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
-       else if (r_showsurfaces.integer)
+       else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
        {
                RSurf_SetupDepthAndCulling();
-               GL_DepthTest(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_AlphaTest(false);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_ResetTextureState();
+               R_SetupGenericShader(false);
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
                GL_DepthMask(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(0, 0, 0, 1);
+               GL_DepthTest(writedepth);
+               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       }
+       else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
+       {
+               RSurf_SetupDepthAndCulling();
                GL_AlphaTest(false);
                R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
                R_SetupGenericShader(false);
                RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-               if (!r_refdef.view.showdebug)
-               {
-                       GL_Color(0, 0, 0, 1);
-                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-               }
-               else
-                       RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+               GL_DepthMask(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthTest(true);
+               RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
-       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
+       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
        {
                // transparent surfaces get pushed off into the transparent queue
                int surfacelistindex;
@@ -6695,7 +6958,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                r_maxsurfacelist = model->num_surfaces;
                if (r_surfacelist)
                        Mem_Free(r_surfacelist);
-               r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
+               r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
        }
 
        RSurf_ActiveWorldEntity();
@@ -6785,7 +7048,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                r_maxsurfacelist = model->num_surfaces;
                if (r_surfacelist)
                        Mem_Free(r_surfacelist);
-               r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
+               r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
        }
 
        // if the model is static it doesn't matter what value we give for
@@ -6793,7 +7056,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        // to a model, knowing that they are meaningless otherwise
        if (ent == r_refdef.scene.worldentity)
                RSurf_ActiveWorldEntity();
-       else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
+       else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
                RSurf_ActiveModelEntity(ent, false, false);
        else
                RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);