]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
improved r_showsurfaces 3. Should be PLAYABLE!!!1 now.
[xonotic/darkplaces.git] / gl_rmain.c
index 6b84a8223efeed3ece99765d848950757a4cf3bd..e2bc92fcb29315b98634f88f83086eeabdc8aeec 100644 (file)
@@ -33,7 +33,7 @@ rtexturepool_t *r_main_texturepool;
 //
 r_refdef_t r_refdef;
 
-cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
+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"};
 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
@@ -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"};
@@ -847,7 +847,8 @@ static const char *builtinshaderstring =
 "      myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
 "      //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
 "      //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
-"      color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
+"      color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
+"      color.a = 1.0;\n"
 "      //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
 "#endif\n"
 "\n"
@@ -859,7 +860,7 @@ static const char *builtinshaderstring =
 "      myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
 "#  endif\n"
 "# else\n"
-"      myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
+"      myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
 "#  ifdef USESPECULAR\n"
 "      myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
 "#  endif\n"
@@ -880,10 +881,16 @@ static const char *builtinshaderstring =
 "      myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
 "# endif\n"
 "# ifdef USESPECULAR\n"
+"#  ifndef USEEXACTSPECULARMATH\n"
 "      myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
 "\n"
+"#  endif\n"
 "      // calculate directional shading\n"
+"#  ifdef USEEXACTSPECULARMATH\n"
+"      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"
+"#  else\n"
 "      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"
+"#  endif\n"
 "# else\n"
 "#  ifdef USEDIFFUSE\n"
 "      // calculate directional shading\n"
@@ -908,13 +915,17 @@ static const char *builtinshaderstring =
 "      // directional model lighting\n"
 "# ifdef USEDIFFUSE\n"
 "      // get the light normal\n"
-"      myhalf3 diffusenormal = myhalf3(LightVector);\n"
+"      myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
 "# endif\n"
 "# ifdef USESPECULAR\n"
 "      // calculate directional shading\n"
 "      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
+"#  ifdef USEEXACTSPECULARMATH\n"
+"      color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
+"#  else\n"
 "      myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
 "      color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"#  endif\n"
 "# else\n"
 "#  ifdef USEDIFFUSE\n"
 "\n"
@@ -933,13 +944,29 @@ static const char *builtinshaderstring =
 "      // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
 "\n"
 "      // get the light normal\n"
-"      myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
-"      myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
-"      // calculate directional shading\n"
-"      myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
+"      myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
+"      myhalf3 diffusenormal;\n"
+"      diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
+"      diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
+"      diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
+"      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
+"      // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
+"      // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
+"      // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
+"      // to map the luxels to coordinates on the draw surfaces), which also causes\n"
+"      // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
+"      // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
+"      // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
+"      // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
+"      myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
+"              // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
 "# ifdef USESPECULAR\n"
+"#  ifdef USEEXACTSPECULARMATH\n"
+"      tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
+"#  else\n"
 "      myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
 "      tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"#  endif\n"
 "# endif\n"
 "\n"
 "      // apply lightmap color\n"
@@ -953,12 +980,16 @@ static const char *builtinshaderstring =
 "      // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
 "\n"
 "      // get the light normal\n"
-"      myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
-"      // calculate directional shading\n"
-"      myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
+"      myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
+"      // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
+"      myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
 "# ifdef USESPECULAR\n"
+"#  ifdef USEEXACTSPECULARMATH\n"
+"      tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
+"#  else\n"
 "      myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
 "      tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"#  endif\n"
 "# endif\n"
 "\n"
 "      // apply lightmap color\n"
@@ -1057,13 +1088,14 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
        SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
        SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
-       SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
-       SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
-       SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-       SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
-       SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
-       SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
-       SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
+       SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
+       SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+       SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
+       SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+       SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
+       SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
+       SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
+       SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
@@ -1078,6 +1110,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USECUBEFILTER\n", " cubefilter"},
        {"#define USEGLOW\n", " glow"},
        {"#define USESPECULAR\n", " specular"},
+       {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
        {"#define USEREFLECTION\n", " reflection"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
@@ -1393,7 +1426,7 @@ void R_GLSL_DumpShader_f(void)
 {
        int i;
 
-       qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
+       qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
        if(!file)
        {
                Con_Printf("failed to write to glsl/default.glsl\n");
@@ -1473,7 +1506,7 @@ void R_SetupGenericTwoTextureShader(int texturemode)
        if (gl_support_fragment_shader)
        {
                if (r_glsl.integer && r_glsl_usegeneric.integer)
-                       R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+                       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))));
                else if (r_glsl_permutation)
                {
                        r_glsl_permutation = NULL;
@@ -1652,6 +1685,9 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
+       if(permutation & SHADERPERMUTATION_SPECULAR)
+               if(r_shadow_glossexact.integer)
+                       permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
        R_SetupShader_SetPermutation(mode, permutation);
        if (mode == SHADERMODE_LIGHTSOURCE)
        {
@@ -1737,7 +1773,14 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
        }
        if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
-       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
+       if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
+       {
+               if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
+       }
+       else
+       {
+               if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
+       }
        if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
        CHECKGLERROR
 }
@@ -1862,7 +1905,7 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
        return item;
 }
 
-skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
+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
        // cvars, to prevent wasted loading time and memory usage if the user does
@@ -1878,6 +1921,9 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        int basepixels_width;
        int basepixels_height;
        skinframe_t *skinframe;
+       double avgcolor[4], w, wsum;
+
+       *has_alpha = false;
 
        if (cls.state == ca_dedicated)
                return NULL;
@@ -1921,6 +1967,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                if (j < basepixels_width * basepixels_height * 4)
                {
                        // has transparent pixels
+                       *has_alpha = true;
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
                        for (j = 0;j < image_width * image_height * 4;j += 4)
                        {
@@ -1934,12 +1981,39 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                }
        }
 
+       avgcolor[0] = 0;
+       avgcolor[1] = 0;
+       avgcolor[2] = 0;
+       avgcolor[3] = 0;
+       wsum = 0;
+       for(j = 0; j < basepixels_width * basepixels_height * 4; j += 4)
+       {
+               w = (int)basepixels[j + 0] + (int)basepixels[j + 1] + (int)basepixels[j + 2]; // use this weight, so black pixels don't contribute (needed for model skins)
+               avgcolor[2] += basepixels[j + 0] * w;
+               avgcolor[1] += basepixels[j + 1] * w;
+               avgcolor[0] += basepixels[j + 2] * w;
+               avgcolor[3] += basepixels[j + 3] * w;
+               wsum += w;
+       }
+       if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck...
+               avgcolor[3] = 255.0 * wsum;
+       if(avgcolor[3] == 0) // no pixels seen? even worse
+               avgcolor[3] = 1;
+       avgcolor[0] /= avgcolor[3];
+       avgcolor[1] /= avgcolor[3];
+       avgcolor[2] /= avgcolor[3];
+       avgcolor[3] /= 255.0 * wsum; // to 0..1 range
+       skinframe->avgcolor[0] = avgcolor[0];
+       skinframe->avgcolor[1] = avgcolor[1];
+       skinframe->avgcolor[2] = avgcolor[2];
+       skinframe->avgcolor[3] = avgcolor[3];
+
        // _norm is the name used by tenebrae and has been adopted as standard
        if (loadnormalmap)
        {
                if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
                {
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+                       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);
                        Mem_Free(pixels);
                        pixels = NULL;
                }
@@ -1947,7 +2021,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
                        Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+                       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);
                        Mem_Free(pixels);
                        Mem_Free(bumppixels);
                }
@@ -1955,7 +2029,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
                        Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+                       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);
                        Mem_Free(pixels);
                }
        }
@@ -1973,6 +2047,12 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        return skinframe;
 }
 
+skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
+{
+       qboolean has_alpha;
+       return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
+}
+
 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
 {
        int i;
@@ -1993,6 +2073,8 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
        int i;
        unsigned char *temp1, *temp2;
        skinframe_t *skinframe;
+       double avgcolor[4], w, wsum;
+       int j;
 
        if (cls.state == ca_dedicated)
                return NULL;
@@ -2044,6 +2126,33 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
                }
        }
 
+       avgcolor[0] = 0;
+       avgcolor[1] = 0;
+       avgcolor[2] = 0;
+       avgcolor[3] = 0;
+       wsum = 0;
+       for(j = 0; j < width * height * 4; j += 4)
+       {
+               w = (int)skindata[j + 0] + (int)skindata[j + 1] + (int)skindata[j + 2];
+               avgcolor[2] += skindata[j + 0] * w;
+               avgcolor[1] += skindata[j + 1] * w;
+               avgcolor[0] += skindata[j + 2] * w;
+               avgcolor[3] += skindata[j + 3] * w;
+               wsum += w;
+       }
+       if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck...
+               avgcolor[3] = 255.0 * wsum;
+       if(avgcolor[3] == 0) // no pixels seen? even worse
+               avgcolor[3] = 1;
+       avgcolor[0] /= avgcolor[3];
+       avgcolor[1] /= avgcolor[3];
+       avgcolor[2] /= avgcolor[3];
+       avgcolor[3] /= 255.0 * wsum; // to 0..1 range
+       skinframe->avgcolor[0] = avgcolor[0];
+       skinframe->avgcolor[1] = avgcolor[1];
+       skinframe->avgcolor[2] = avgcolor[2];
+       skinframe->avgcolor[3] = avgcolor[3];
+
        return skinframe;
 }
 
@@ -2052,6 +2161,8 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
        int i;
        unsigned char *temp1, *temp2;
        skinframe_t *skinframe;
+       double avgcolor[4], w, wsum;
+       int j;
 
        if (cls.state == ca_dedicated)
                return NULL;
@@ -2108,6 +2219,34 @@ 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
        }
 
+       avgcolor[0] = 0;
+       avgcolor[1] = 0;
+       avgcolor[2] = 0;
+       avgcolor[3] = 0;
+       wsum = 0;
+       for(j = 0; j < width * height; ++j)
+       {
+               temp1 = ((unsigned char *)palette_bgra_alpha) + (skindata[j]*4);
+               w = (int)temp1[0] + (int)temp1[1] + (int)temp1[2];
+               avgcolor[2] += temp1[0] * w;
+               avgcolor[1] += temp1[1] * w;
+               avgcolor[0] += temp1[2] * w;
+               avgcolor[3] += temp1[3] * w;
+               wsum += w;
+       }
+       if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck...
+               avgcolor[3] = 255.0 * wsum;
+       if(avgcolor[3] == 0) // no pixels seen? even worse
+               avgcolor[3] = 1;
+       avgcolor[0] /= avgcolor[3];
+       avgcolor[1] /= avgcolor[3];
+       avgcolor[2] /= avgcolor[3];
+       avgcolor[3] /= 255.0 * wsum; // to 0..1 range
+       skinframe->avgcolor[0] = avgcolor[0];
+       skinframe->avgcolor[1] = avgcolor[1];
+       skinframe->avgcolor[2] = avgcolor[2];
+       skinframe->avgcolor[3] = avgcolor[3];
+
        return skinframe;
 }
 
@@ -2129,6 +2268,11 @@ 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;
 }
 
@@ -2486,11 +2630,14 @@ static void R_View_UpdateEntityVisible (void)
        if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
                // worldmodel can check visibility
+               memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
                for (i = 0;i < r_refdef.scene.numentities;i++)
                {
                        ent = r_refdef.scene.entities[i];
-                       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)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
-
+                       if (!(ent->flags & renderimask))
+                       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)))
+                       if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
+                               r_refdef.viewcache.entityvisible[i] = true;
                }
                if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
                {
@@ -4434,6 +4581,7 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
 
 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
+       int w, h, idx;
        int i;
        dp_model_t *model = ent->model;
        float f;
@@ -4474,7 +4622,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        }
 
        // update currentskinframe to be a qw skin or animation frame
-       if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
+       if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
        {
                if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
                {
@@ -4562,6 +4710,14 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                case Q3TCMOD_SCROLL:
                        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];
+                       f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
+                       f = f - floor(f);
+                       idx = floor(f * w * h);
+                       Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
+                       break;
                case Q3TCMOD_STRETCH:
                        f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
                        Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
@@ -6277,7 +6433,7 @@ 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);
@@ -6336,7 +6492,46 @@ static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **tex
                        GL_Color(0, 0, 0, 1);
                        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
                }
-               else
+               else if (r_showsurfaces.integer == 3)
+               {
+                       float c[4];
+                       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] = rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7;
+                               c[1] = rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7;
+                               c[2] = rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7;
+                       }
+
+                       GL_Color(c[0], c[1], c[2], c[3]);
+
+                       rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
+                       rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
+                       rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
+
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
+                       {
+                               r_refdef.lightmapintensity = 1;
+                               RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3], false, false);
+                               r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
+                       }
+                       else
+                       {
+                               GL_Color(c[0], c[1], c[2], c[3]);
+                               R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
+                               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+                       }
+               }
+               else 
                        RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
@@ -6613,20 +6808,32 @@ void R_DrawDebugModel(entity_render_t *ent)
 }
 
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
+int r_maxsurfacelist = 0;
+msurface_t **r_surfacelist = NULL;
 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
 {
        int i, j, endj, f, flagsmask;
-       msurface_t *surface;
        texture_t *t;
        dp_model_t *model = r_refdef.scene.worldmodel;
-       const int maxsurfacelist = 1024;
+       msurface_t *surfaces;
+       unsigned char *update;
        int numsurfacelist = 0;
-       msurface_t *surfacelist[1024];
        if (model == NULL)
                return;
 
+       if (r_maxsurfacelist < model->num_surfaces)
+       {
+               r_maxsurfacelist = model->num_surfaces;
+               if (r_surfacelist)
+                       Mem_Free(r_surfacelist);
+               r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
+       }
+
        RSurf_ActiveWorldEntity();
 
+       surfaces = model->data_surfaces;
+       update = model->brushq1.lightmapupdateflags;
+
        // update light styles on this submodel
        if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
        {
@@ -6635,11 +6842,10 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                {
                        if (style->value != r_refdef.scene.lightstylevalue[style->style])
                        {
-                               msurface_t *surfaces = model->data_surfaces;
                                int *list = style->surfacelist;
                                style->value = r_refdef.scene.lightstylevalue[style->style];
                                for (j = 0;j < style->numsurfaces;j++)
-                                       surfaces[list[j]].cached_dlight = true;
+                                       update[list[j]] = true;
                        }
                }
        }
@@ -6659,64 +6865,73 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        rsurface.texture = NULL;
        rsurface.rtlight = NULL;
        numsurfacelist = 0;
+       // add visible surfaces to draw list
        j = model->firstmodelsurface;
        endj = j + model->nummodelsurfaces;
-       while (j < endj)
+       if (update)
        {
-               // quickly skip over non-visible surfaces
-               for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
-                       ;
-               // quickly iterate over visible surfaces
-               for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
+               for (;j < endj;j++)
                {
-                       // process this surface
-                       surface = model->data_surfaces + j;
-                       // if this surface fits the criteria, add it to the list
-                       if (surface->num_triangles)
+                       if (r_refdef.viewcache.world_surfacevisible[j])
                        {
-                               // if lightmap parameters changed, rebuild lightmap texture
-                               if (surface->cached_dlight)
-                                       R_BuildLightMap(r_refdef.scene.worldentity, surface);
-                               // add face to draw list
-                               surfacelist[numsurfacelist++] = surface;
-                               r_refdef.stats.world_triangles += surface->num_triangles;
-                               if (numsurfacelist >= maxsurfacelist)
-                               {
-                                       r_refdef.stats.world_surfaces += numsurfacelist;
-                                       R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
-                                       numsurfacelist = 0;
-                               }
+                               r_surfacelist[numsurfacelist++] = surfaces + j;
+                               // update lightmap if needed
+                               if (update[j])
+                                       R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
                        }
                }
        }
-       r_refdef.stats.world_surfaces += numsurfacelist;
-       if (numsurfacelist)
-               R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
+       else
+               for (;j < endj;j++)
+                       if (r_refdef.viewcache.world_surfacevisible[j])
+                               r_surfacelist[numsurfacelist++] = surfaces + j;
+       // don't do anything if there were no surfaces
+       if (!numsurfacelist)
+               return;
+       R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
        GL_AlphaTest(false);
+
+       // add to stats if desired
+       if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
+       {
+               r_refdef.stats.world_surfaces += numsurfacelist;
+               for (j = 0;j < numsurfacelist;j++)
+                       r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
+       }
 }
 
 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
 {
-       int i, j, f, flagsmask;
-       msurface_t *surface, *endsurface;
+       int i, j, endj, f, flagsmask;
        texture_t *t;
        dp_model_t *model = ent->model;
-       const int maxsurfacelist = 1024;
+       msurface_t *surfaces;
+       unsigned char *update;
        int numsurfacelist = 0;
-       msurface_t *surfacelist[1024];
        if (model == NULL)
                return;
 
+       if (r_maxsurfacelist < model->num_surfaces)
+       {
+               r_maxsurfacelist = model->num_surfaces;
+               if (r_surfacelist)
+                       Mem_Free(r_surfacelist);
+               r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
+       }
+
        // if the model is static it doesn't matter what value we give for
        // wantnormals and wanttangents, so this logic uses only rules applicable
        // 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);
 
+       surfaces = model->data_surfaces;
+       update = model->brushq1.lightmapupdateflags;
+
        // update light styles
        if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
        {
@@ -6725,11 +6940,10 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                {
                        if (style->value != r_refdef.scene.lightstylevalue[style->style])
                        {
-                               msurface_t *surfaces = model->data_surfaces;
                                int *list = style->surfacelist;
                                style->value = r_refdef.scene.lightstylevalue[style->style];
                                for (j = 0;j < style->numsurfaces;j++)
-                                       surfaces[list[j]].cached_dlight = true;
+                                       update[list[j]] = true;
                        }
                }
        }
@@ -6749,29 +6963,28 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        rsurface.texture = NULL;
        rsurface.rtlight = NULL;
        numsurfacelist = 0;
-       surface = model->data_surfaces + model->firstmodelsurface;
-       endsurface = surface + model->nummodelsurfaces;
-       for (;surface < endsurface;surface++)
+       // add visible surfaces to draw list
+       j = model->firstmodelsurface;
+       endj = j + model->nummodelsurfaces;
+       for (;j < endj;j++)
+               r_surfacelist[numsurfacelist++] = surfaces + j;
+       // don't do anything if there were no surfaces
+       if (!numsurfacelist)
+               return;
+       // update lightmaps if needed
+       if (update)
+               for (j = model->firstmodelsurface;j < endj;j++)
+                       if (update[j])
+                               R_BuildLightMap(ent, surfaces + j);
+       R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
+       GL_AlphaTest(false);
+
+       // add to stats if desired
+       if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
        {
-               // if this surface fits the criteria, add it to the list
-               if (surface->num_triangles)
-               {
-                       // if lightmap parameters changed, rebuild lightmap texture
-                       if (surface->cached_dlight)
-                               R_BuildLightMap(ent, surface);
-                       // add face to draw list
-                       surfacelist[numsurfacelist++] = surface;
-                       r_refdef.stats.entities_triangles += surface->num_triangles;
-                       if (numsurfacelist >= maxsurfacelist)
-                       {
-                               r_refdef.stats.entities_surfaces += numsurfacelist;
-                               R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
-                               numsurfacelist = 0;
-                       }
-               }
+               r_refdef.stats.entities++;
+               r_refdef.stats.entities_surfaces += numsurfacelist;
+               for (j = 0;j < numsurfacelist;j++)
+                       r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
        }
-       r_refdef.stats.entities_surfaces += numsurfacelist;
-       if (numsurfacelist)
-               R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
-       GL_AlphaTest(false);
 }