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fix brightness of fullbright entities in r_glsl 1 mode by using a 128
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
29
30 //
31 // screen size info
32 //
33 r_refdef_t r_refdef;
34 r_view_t r_view;
35 r_viewcache_t r_viewcache;
36
37 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"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 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"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74
75 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
76
77 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
78 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
79 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
80 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
81 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
82 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
83
84 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
85 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
86 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
87
88 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
89 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
90 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
91 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
92 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
93 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
94 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
95
96 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
97 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
98 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
99 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
100
101 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
102
103 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
104
105 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
106
107 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
108 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
109
110 extern qboolean v_flipped_state;
111
112 typedef struct r_glsl_bloomshader_s
113 {
114         int program;
115         int loc_Texture_Bloom;
116 }
117 r_glsl_bloomshader_t;
118
119 static struct r_bloomstate_s
120 {
121         qboolean enabled;
122         qboolean hdr;
123
124         int bloomwidth, bloomheight;
125
126         int screentexturewidth, screentextureheight;
127         rtexture_t *texture_screen;
128
129         int bloomtexturewidth, bloomtextureheight;
130         rtexture_t *texture_bloom;
131
132         r_glsl_bloomshader_t *shader;
133
134         // arrays for rendering the screen passes
135         float screentexcoord2f[8];
136         float bloomtexcoord2f[8];
137         float offsettexcoord2f[8];
138 }
139 r_bloomstate;
140
141 // shadow volume bsp struct with automatically growing nodes buffer
142 svbsp_t r_svbsp;
143
144 rtexture_t *r_texture_blanknormalmap;
145 rtexture_t *r_texture_white;
146 rtexture_t *r_texture_grey128;
147 rtexture_t *r_texture_black;
148 rtexture_t *r_texture_notexture;
149 rtexture_t *r_texture_whitecube;
150 rtexture_t *r_texture_normalizationcube;
151 rtexture_t *r_texture_fogattenuation;
152 //rtexture_t *r_texture_fogintensity;
153
154 // information about each possible shader permutation
155 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
156 // currently selected permutation
157 r_glsl_permutation_t *r_glsl_permutation;
158
159 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
160 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
161
162 // vertex coordinates for a quad that covers the screen exactly
163 const static float r_screenvertex3f[12] =
164 {
165         0, 0, 0,
166         1, 0, 0,
167         1, 1, 0,
168         0, 1, 0
169 };
170
171 extern void R_DrawModelShadows(void);
172
173 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
174 {
175         int i;
176         for (i = 0;i < verts;i++)
177         {
178                 out[0] = in[0] * r;
179                 out[1] = in[1] * g;
180                 out[2] = in[2] * b;
181                 out[3] = in[3];
182                 in += 4;
183                 out += 4;
184         }
185 }
186
187 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
188 {
189         int i;
190         for (i = 0;i < verts;i++)
191         {
192                 out[0] = r;
193                 out[1] = g;
194                 out[2] = b;
195                 out[3] = a;
196                 out += 4;
197         }
198 }
199
200 // FIXME: move this to client?
201 void FOG_clear(void)
202 {
203         if (gamemode == GAME_NEHAHRA)
204         {
205                 Cvar_Set("gl_fogenable", "0");
206                 Cvar_Set("gl_fogdensity", "0.2");
207                 Cvar_Set("gl_fogred", "0.3");
208                 Cvar_Set("gl_foggreen", "0.3");
209                 Cvar_Set("gl_fogblue", "0.3");
210         }
211         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
212 }
213
214 float FogPoint_World(const vec3_t p)
215 {
216         int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
217         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
218 }
219
220 float FogPoint_Model(const vec3_t p)
221 {
222         int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
223         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
224 }
225
226 static void R_BuildBlankTextures(void)
227 {
228         unsigned char data[4];
229         data[0] = 128; // normal X
230         data[1] = 128; // normal Y
231         data[2] = 255; // normal Z
232         data[3] = 128; // height
233         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
234         data[0] = 255;
235         data[1] = 255;
236         data[2] = 255;
237         data[3] = 255;
238         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
239         data[0] = 128;
240         data[1] = 128;
241         data[2] = 128;
242         data[3] = 255;
243         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
244         data[0] = 0;
245         data[1] = 0;
246         data[2] = 0;
247         data[3] = 255;
248         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
249 }
250
251 static void R_BuildNoTexture(void)
252 {
253         int x, y;
254         unsigned char pix[16][16][4];
255         // this makes a light grey/dark grey checkerboard texture
256         for (y = 0;y < 16;y++)
257         {
258                 for (x = 0;x < 16;x++)
259                 {
260                         if ((y < 8) ^ (x < 8))
261                         {
262                                 pix[y][x][0] = 128;
263                                 pix[y][x][1] = 128;
264                                 pix[y][x][2] = 128;
265                                 pix[y][x][3] = 255;
266                         }
267                         else
268                         {
269                                 pix[y][x][0] = 64;
270                                 pix[y][x][1] = 64;
271                                 pix[y][x][2] = 64;
272                                 pix[y][x][3] = 255;
273                         }
274                 }
275         }
276         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
277 }
278
279 static void R_BuildWhiteCube(void)
280 {
281         unsigned char data[6*1*1*4];
282         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
283         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
284         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
285         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
286         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
287         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
288         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
289 }
290
291 static void R_BuildNormalizationCube(void)
292 {
293         int x, y, side;
294         vec3_t v;
295         vec_t s, t, intensity;
296 #define NORMSIZE 64
297         unsigned char data[6][NORMSIZE][NORMSIZE][4];
298         for (side = 0;side < 6;side++)
299         {
300                 for (y = 0;y < NORMSIZE;y++)
301                 {
302                         for (x = 0;x < NORMSIZE;x++)
303                         {
304                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
305                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
306                                 switch(side)
307                                 {
308                                 default:
309                                 case 0:
310                                         v[0] = 1;
311                                         v[1] = -t;
312                                         v[2] = -s;
313                                         break;
314                                 case 1:
315                                         v[0] = -1;
316                                         v[1] = -t;
317                                         v[2] = s;
318                                         break;
319                                 case 2:
320                                         v[0] = s;
321                                         v[1] = 1;
322                                         v[2] = t;
323                                         break;
324                                 case 3:
325                                         v[0] = s;
326                                         v[1] = -1;
327                                         v[2] = -t;
328                                         break;
329                                 case 4:
330                                         v[0] = s;
331                                         v[1] = -t;
332                                         v[2] = 1;
333                                         break;
334                                 case 5:
335                                         v[0] = -s;
336                                         v[1] = -t;
337                                         v[2] = -1;
338                                         break;
339                                 }
340                                 intensity = 127.0f / sqrt(DotProduct(v, v));
341                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
342                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
343                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
344                                 data[side][y][x][3] = 255;
345                         }
346                 }
347         }
348         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
349 }
350
351 static void R_BuildFogTexture(void)
352 {
353         int x, b;
354 #define FOGWIDTH 64
355         unsigned char data1[FOGWIDTH][4];
356         //unsigned char data2[FOGWIDTH][4];
357         for (x = 0;x < FOGWIDTH;x++)
358         {
359                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
360                 data1[x][0] = b;
361                 data1[x][1] = b;
362                 data1[x][2] = b;
363                 data1[x][3] = 255;
364                 //data2[x][0] = 255 - b;
365                 //data2[x][1] = 255 - b;
366                 //data2[x][2] = 255 - b;
367                 //data2[x][3] = 255;
368         }
369         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
370         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
371 }
372
373 static const char *builtinshaderstring =
374 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
375 "// written by Forest 'LordHavoc' Hale\n"
376 "\n"
377 "// common definitions between vertex shader and fragment shader:\n"
378 "\n"
379 "#ifdef __GLSL_CG_DATA_TYPES\n"
380 "#define myhalf half\n"
381 "#define myhvec2 hvec2\n"
382 "#define myhvec3 hvec3\n"
383 "#define myhvec4 hvec4\n"
384 "#else\n"
385 "#define myhalf float\n"
386 "#define myhvec2 vec2\n"
387 "#define myhvec3 vec3\n"
388 "#define myhvec4 vec4\n"
389 "#endif\n"
390 "\n"
391 "varying vec2 TexCoord;\n"
392 "varying vec2 TexCoordLightmap;\n"
393 "\n"
394 "varying vec3 CubeVector;\n"
395 "varying vec3 LightVector;\n"
396 "varying vec3 EyeVector;\n"
397 "#ifdef USEFOG\n"
398 "varying vec3 EyeVectorModelSpace;\n"
399 "#endif\n"
400 "\n"
401 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
402 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
403 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
404 "\n"
405 "\n"
406 "\n"
407 "\n"
408 "// vertex shader specific:\n"
409 "#ifdef VERTEX_SHADER\n"
410 "\n"
411 "uniform vec3 LightPosition;\n"
412 "uniform vec3 EyePosition;\n"
413 "uniform vec3 LightDir;\n"
414 "\n"
415 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
416 "\n"
417 "void main(void)\n"
418 "{\n"
419 "       gl_FrontColor = gl_Color;\n"
420 "       // copy the surface texcoord\n"
421 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
422 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
423 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
424 "#endif\n"
425 "\n"
426 "#ifdef MODE_LIGHTSOURCE\n"
427 "       // transform vertex position into light attenuation/cubemap space\n"
428 "       // (-1 to +1 across the light box)\n"
429 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
430 "\n"
431 "       // transform unnormalized light direction into tangent space\n"
432 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
433 "       //  normalize it per pixel)\n"
434 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
435 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
436 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
437 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
438 "#endif\n"
439 "\n"
440 "#ifdef MODE_LIGHTDIRECTION\n"
441 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
442 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
443 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
444 "#endif\n"
445 "\n"
446 "       // transform unnormalized eye direction into tangent space\n"
447 "#ifndef USEFOG\n"
448 "       vec3 EyeVectorModelSpace;\n"
449 "#endif\n"
450 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
451 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
452 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
453 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
454 "\n"
455 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
456 "       VectorS = gl_MultiTexCoord1.xyz;\n"
457 "       VectorT = gl_MultiTexCoord2.xyz;\n"
458 "       VectorR = gl_MultiTexCoord3.xyz;\n"
459 "#endif\n"
460 "\n"
461 "       // transform vertex to camera space, using ftransform to match non-VS\n"
462 "       // rendering\n"
463 "       gl_Position = ftransform();\n"
464 "}\n"
465 "\n"
466 "#endif // VERTEX_SHADER\n"
467 "\n"
468 "\n"
469 "\n"
470 "\n"
471 "// fragment shader specific:\n"
472 "#ifdef FRAGMENT_SHADER\n"
473 "\n"
474 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
475 "uniform sampler2D Texture_Normal;\n"
476 "uniform sampler2D Texture_Color;\n"
477 "uniform sampler2D Texture_Gloss;\n"
478 "uniform samplerCube Texture_Cube;\n"
479 "uniform sampler2D Texture_Attenuation;\n"
480 "uniform sampler2D Texture_FogMask;\n"
481 "uniform sampler2D Texture_Pants;\n"
482 "uniform sampler2D Texture_Shirt;\n"
483 "uniform sampler2D Texture_Lightmap;\n"
484 "uniform sampler2D Texture_Deluxemap;\n"
485 "uniform sampler2D Texture_Glow;\n"
486 "\n"
487 "uniform myhvec3 LightColor;\n"
488 "uniform myhvec3 AmbientColor;\n"
489 "uniform myhvec3 DiffuseColor;\n"
490 "uniform myhvec3 SpecularColor;\n"
491 "uniform myhvec3 Color_Pants;\n"
492 "uniform myhvec3 Color_Shirt;\n"
493 "uniform myhvec3 FogColor;\n"
494 "\n"
495 "uniform myhalf GlowScale;\n"
496 "uniform myhalf SceneBrightness;\n"
497 "#ifdef USECONTRASTBOOST\n"
498 "uniform myhalf ContrastBoostCoeff;\n"
499 "#endif\n"
500 "\n"
501 "uniform float OffsetMapping_Scale;\n"
502 "uniform float OffsetMapping_Bias;\n"
503 "uniform float FogRangeRecip;\n"
504 "\n"
505 "uniform myhalf AmbientScale;\n"
506 "uniform myhalf DiffuseScale;\n"
507 "uniform myhalf SpecularScale;\n"
508 "uniform myhalf SpecularPower;\n"
509 "\n"
510 "#ifdef USEOFFSETMAPPING\n"
511 "vec2 OffsetMapping(vec2 TexCoord)\n"
512 "{\n"
513 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
514 "       // 14 sample relief mapping: linear search and then binary search\n"
515 "       // this basically steps forward a small amount repeatedly until it finds\n"
516 "       // itself inside solid, then jitters forward and back using decreasing\n"
517 "       // amounts to find the impact\n"
518 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
519 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
520 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
521 "       vec3 RT = vec3(TexCoord, 1);\n"
522 "       OffsetVector *= 0.1;\n"
523 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
524 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
525 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
526 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
527 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
528 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
529 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
530 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
531 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
532 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
533 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
534 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
535 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
536 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
537 "       return RT.xy;\n"
538 "#else\n"
539 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
540 "       // this basically moves forward the full distance, and then backs up based\n"
541 "       // on height of samples\n"
542 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
543 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
544 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
545 "       TexCoord += OffsetVector;\n"
546 "       OffsetVector *= 0.333;\n"
547 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
548 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
549 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
550 "       return TexCoord;\n"
551 "#endif\n"
552 "}\n"
553 "#endif\n"
554 "\n"
555 "void main(void)\n"
556 "{\n"
557 "#ifdef USEOFFSETMAPPING\n"
558 "       // apply offsetmapping\n"
559 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
560 "#define TexCoord TexCoordOffset\n"
561 "#endif\n"
562 "\n"
563 "       // combine the diffuse textures (base, pants, shirt)\n"
564 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
565 "#ifdef USECOLORMAPPING\n"
566 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
567 "#endif\n"
568 "\n"
569 "\n"
570 "\n"
571 "\n"
572 "#ifdef MODE_LIGHTSOURCE\n"
573 "       // light source\n"
574 "\n"
575 "       // calculate surface normal, light normal, and specular normal\n"
576 "       // compute color intensity for the two textures (colormap and glossmap)\n"
577 "       // scale by light color and attenuation as efficiently as possible\n"
578 "       // (do as much scalar math as possible rather than vector math)\n"
579 "#ifdef USESPECULAR\n"
580 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
581 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
582 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
583 "\n"
584 "       // calculate directional shading\n"
585 "       color.rgb = LightColor * 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)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
586 "#else\n"
587 "#ifdef USEDIFFUSE\n"
588 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
589 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
590 "\n"
591 "       // calculate directional shading\n"
592 "       color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
593 "#else\n"
594 "       // calculate directionless shading\n"
595 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
596 "#endif\n"
597 "#endif\n"
598 "\n"
599 "#ifdef USECUBEFILTER\n"
600 "       // apply light cubemap filter\n"
601 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
602 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
603 "#endif\n"
604 "\n"
605 "\n"
606 "\n"
607 "\n"
608 "#elif defined(MODE_LIGHTDIRECTION)\n"
609 "       // directional model lighting\n"
610 "\n"
611 "       // get the surface normal and light normal\n"
612 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
613 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
614 "\n"
615 "       // calculate directional shading\n"
616 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
617 "#ifdef USESPECULAR\n"
618 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
619 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
620 "#endif\n"
621 "\n"
622 "\n"
623 "\n"
624 "\n"
625 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
626 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
627 "\n"
628 "       // get the surface normal and light normal\n"
629 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
630 "\n"
631 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
632 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
633 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
634 "#else\n"
635 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
636 "#endif\n"
637 "       // calculate directional shading\n"
638 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
639 "#ifdef USESPECULAR\n"
640 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
641 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
642 "#endif\n"
643 "\n"
644 "       // apply lightmap color\n"
645 "       color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
646 "\n"
647 "\n"
648 "#else // MODE none (lightmap)\n"
649 "       // apply lightmap color\n"
650 "       color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
651 "#endif // MODE\n"
652 "\n"
653 "       color *= myhvec4(gl_Color);\n"
654 "\n"
655 "#ifdef USEGLOW\n"
656 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
657 "#endif\n"
658 "\n"
659 "#ifdef USEFOG\n"
660 "       // apply fog\n"
661 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
662 "#endif\n"
663 "\n"
664 "#ifdef USECONTRASTBOOST\n"
665 "       color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
666 "#else\n"
667 "       color.rgb *= SceneBrightness;\n"
668 "#endif\n"
669 "\n"
670 "       gl_FragColor = vec4(color);\n"
671 "}\n"
672 "\n"
673 "#endif // FRAGMENT_SHADER\n"
674 ;
675
676 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
677 const char *permutationinfo[][2] =
678 {
679         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
680         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
681         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
682         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
683         {"#define USEGLOW\n", " glow"},
684         {"#define USEFOG\n", " fog"},
685         {"#define USECOLORMAPPING\n", " colormapping"},
686         {"#define USEDIFFUSE\n", " diffuse"},
687         {"#define USECONTRASTBOOST\n", " contrastboost"},
688         {"#define USESPECULAR\n", " specular"},
689         {"#define USECUBEFILTER\n", " cubefilter"},
690         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
691         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
692         {NULL, NULL}
693 };
694
695 void R_GLSL_CompilePermutation(const char *filename, int permutation)
696 {
697         int i;
698         qboolean shaderfound;
699         r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
700         int vertstrings_count;
701         int geomstrings_count;
702         int fragstrings_count;
703         char *shaderstring;
704         const char *vertstrings_list[32+1];
705         const char *geomstrings_list[32+1];
706         const char *fragstrings_list[32+1];
707         char permutationname[256];
708         if (p->compiled)
709                 return;
710         p->compiled = true;
711         p->program = 0;
712         vertstrings_list[0] = "#define VERTEX_SHADER\n";
713         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
714         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
715         vertstrings_count = 1;
716         geomstrings_count = 1;
717         fragstrings_count = 1;
718         permutationname[0] = 0;
719         for (i = 0;permutationinfo[i][0];i++)
720         {
721                 if (permutation & (1<<i))
722                 {
723                         vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
724                         geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
725                         fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
726                         strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
727                 }
728                 else
729                 {
730                         // keep line numbers correct
731                         vertstrings_list[vertstrings_count++] = "\n";
732                         geomstrings_list[geomstrings_count++] = "\n";
733                         fragstrings_list[fragstrings_count++] = "\n";
734                 }
735         }
736         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
737         shaderfound = false;
738         if (shaderstring)
739         {
740                 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
741                 vertstrings_list[vertstrings_count++] = shaderstring;
742                 geomstrings_list[geomstrings_count++] = shaderstring;
743                 fragstrings_list[fragstrings_count++] = shaderstring;
744                 shaderfound = true;
745         }
746         else if (!strcmp(filename, "glsl/default.glsl"))
747         {
748                 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
749                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
750                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
751                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
752                 shaderfound = true;
753         }
754         // clear any lists that are not needed by this shader
755         if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
756                 vertstrings_count = 0;
757         if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
758                 geomstrings_count = 0;
759         if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
760                 fragstrings_count = 0;
761         // compile the shader program
762         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
763                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
764         if (p->program)
765         {
766                 CHECKGLERROR
767                 qglUseProgramObjectARB(p->program);CHECKGLERROR
768                 // look up all the uniform variable names we care about, so we don't
769                 // have to look them up every time we set them
770                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
771                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
772                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
773                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
774                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
775                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
776                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
777                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
778                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
779                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
780                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
781                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
782                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
783                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
784                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
785                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
786                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
787                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
788                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
789                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
790                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
791                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
792                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
793                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
794                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
795                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
796                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
797                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
798                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
799                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
800                 // initialize the samplers to refer to the texture units we use
801                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
802                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
803                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
804                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
805                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
806                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
807                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
808                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
809                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
810                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
811                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
812                 CHECKGLERROR
813                 qglUseProgramObjectARB(0);CHECKGLERROR
814         }
815         else
816                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, filename);
817         if (shaderstring)
818                 Mem_Free(shaderstring);
819 }
820
821 void R_GLSL_Restart_f(void)
822 {
823         int i;
824         for (i = 0;i < SHADERPERMUTATION_MAX;i++)
825                 if (r_glsl_permutations[i].program)
826                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
827         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
828 }
829
830 void R_GLSL_DumpShader_f(void)
831 {
832         int i;
833
834         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
835         if(!file)
836         {
837                 Con_Printf("failed to write to glsl/default.glsl\n");
838                 return;
839         }
840
841         FS_Print(file, "// The engine may define the following macros:\n");
842         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
843         for (i = 0;permutationinfo[i][0];i++)
844                 FS_Printf(file, "// %s", permutationinfo[i][0]);
845         FS_Print(file, "\n");
846         FS_Print(file, builtinshaderstring);
847         FS_Close(file);
848
849         Con_Printf("glsl/default.glsl written\n");
850 }
851
852 extern rtexture_t *r_shadow_attenuationgradienttexture;
853 extern rtexture_t *r_shadow_attenuation2dtexture;
854 extern rtexture_t *r_shadow_attenuation3dtexture;
855 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
856 {
857         // select a permutation of the lighting shader appropriate to this
858         // combination of texture, entity, light source, and fogging, only use the
859         // minimum features necessary to avoid wasting rendering time in the
860         // fragment shader on features that are not being used
861         const char *shaderfilename = NULL;
862         unsigned int permutation = 0;
863         rtexture_t *nmap;
864         r_glsl_permutation = NULL;
865         // TODO: implement geometry-shader based shadow volumes someday
866         if (rsurface.rtlight)
867         {
868                 // light source
869                 shaderfilename = "glsl/default.glsl";
870                 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
871                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
872                         permutation |= SHADERPERMUTATION_CUBEFILTER;
873                 if (diffusescale > 0)
874                         permutation |= SHADERPERMUTATION_DIFFUSE;
875                 if (specularscale > 0)
876                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
877                 if (r_refdef.fogenabled)
878                         permutation |= SHADERPERMUTATION_FOG;
879                 if (rsurface.texture->colormapping)
880                         permutation |= SHADERPERMUTATION_COLORMAPPING;
881                 if (r_glsl_offsetmapping.integer)
882                 {
883                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
884                         if (r_glsl_offsetmapping_reliefmapping.integer)
885                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
886                 }
887                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
888                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
889         }
890         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
891         {
892                 // bright unshaded geometry
893                 shaderfilename = "glsl/default.glsl";
894                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
895                 if (rsurface.texture->currentskinframe->glow)
896                         permutation |= SHADERPERMUTATION_GLOW;
897                 if (r_refdef.fogenabled)
898                         permutation |= SHADERPERMUTATION_FOG;
899                 if (rsurface.texture->colormapping)
900                         permutation |= SHADERPERMUTATION_COLORMAPPING;
901                 if (r_glsl_offsetmapping.integer)
902                 {
903                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
904                         if (r_glsl_offsetmapping_reliefmapping.integer)
905                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
906                 }
907                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
908                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
909         }
910         else if (modellighting)
911         {
912                 // directional model lighting
913                 shaderfilename = "glsl/default.glsl";
914                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
915                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
916                 if (rsurface.texture->currentskinframe->glow)
917                         permutation |= SHADERPERMUTATION_GLOW;
918                 if (specularscale > 0)
919                         permutation |= SHADERPERMUTATION_SPECULAR;
920                 if (r_refdef.fogenabled)
921                         permutation |= SHADERPERMUTATION_FOG;
922                 if (rsurface.texture->colormapping)
923                         permutation |= SHADERPERMUTATION_COLORMAPPING;
924                 if (r_glsl_offsetmapping.integer)
925                 {
926                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
927                         if (r_glsl_offsetmapping_reliefmapping.integer)
928                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
929                 }
930                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
931                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
932         }
933         else
934         {
935                 // lightmapped wall
936                 shaderfilename = "glsl/default.glsl";
937                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
938                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
939                 {
940                         // deluxemapping (light direction texture)
941                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
942                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
943                         else
944                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
945                         if (specularscale > 0)
946                                 permutation |= SHADERPERMUTATION_SPECULAR;
947                 }
948                 else if (r_glsl_deluxemapping.integer >= 2)
949                 {
950                         // fake deluxemapping (uniform light direction in tangentspace)
951                         permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
952                         if (specularscale > 0)
953                                 permutation |= SHADERPERMUTATION_SPECULAR;
954                 }
955                 else
956                 {
957                         // ordinary lightmapping
958                         permutation |= 0;
959                 }
960                 if (rsurface.texture->currentskinframe->glow)
961                         permutation |= SHADERPERMUTATION_GLOW;
962                 if (r_refdef.fogenabled)
963                         permutation |= SHADERPERMUTATION_FOG;
964                 if (rsurface.texture->colormapping)
965                         permutation |= SHADERPERMUTATION_COLORMAPPING;
966                 if (r_glsl_offsetmapping.integer)
967                 {
968                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
969                         if (r_glsl_offsetmapping_reliefmapping.integer)
970                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
971                 }
972                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
973                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
974         }
975         if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
976         {
977                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
978                         R_GLSL_CompilePermutation(shaderfilename, permutation);
979                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
980                 {
981                         // remove features until we find a valid permutation
982                         unsigned int i;
983                         for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
984                         {
985                                 if (!i)
986                                         return 0; // no bit left to clear
987                                 // reduce i more quickly whenever it would not remove any bits
988                                 if (!(permutation & i))
989                                         continue;
990                                 permutation &= ~i;
991                                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
992                                         R_GLSL_CompilePermutation(shaderfilename, permutation);
993                                 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
994                                         break;
995                         }
996                 }
997         }
998         r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
999         CHECKGLERROR
1000         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1001         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
1002         if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
1003         {
1004                 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1005                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1006                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1007                 {
1008                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1009                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1010                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1011                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1012                 }
1013                 else
1014                 {
1015                         // ambient only is simpler
1016                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1017                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1018                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1019                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1020                 }
1021         }
1022         else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
1023         {
1024                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1025                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
1026                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1027                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
1028                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1029                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1030                 if (r_glsl_permutation->loc_LightDir >= 0)
1031                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1032         }
1033         else
1034         {
1035                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1036                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1037                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1038         }
1039         nmap = rsurface.texture->currentskinframe->nmap;
1040         if (gl_lightmaps.integer)
1041                 nmap = r_texture_blanknormalmap;
1042         if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(nmap));
1043         if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
1044         if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
1045         //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1046         if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1047         if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1048         if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
1049         if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1050         //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1051         //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1052         if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1053         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1054         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1055         {
1056                 // The formula used is actually:
1057                 //   color.rgb *= SceneBrightness;
1058                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1059                 // I simplify that to
1060                 //   color.rgb *= [[SceneBrightness * ContrastBoost]];
1061                 //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1062                 // and Black:
1063                 //   color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
1064                 // and do [[calculations]] here in the engine
1065                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1066                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1067         }
1068         else
1069                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1070         if (r_glsl_permutation->loc_FogColor >= 0)
1071         {
1072                 // additive passes are only darkened by fog, not tinted
1073                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1074                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1075                 else
1076                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1077         }
1078         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1079         if (r_glsl_permutation->loc_Color_Pants >= 0)
1080         {
1081                 if (rsurface.texture->currentskinframe->pants)
1082                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1083                 else
1084                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1085         }
1086         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1087         {
1088                 if (rsurface.texture->currentskinframe->shirt)
1089                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1090                 else
1091                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1092         }
1093         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1094         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1095         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1096         CHECKGLERROR
1097         return permutation;
1098 }
1099
1100 void R_SwitchSurfaceShader(int permutation)
1101 {
1102         if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1103         {
1104                 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1105                 CHECKGLERROR
1106                 qglUseProgramObjectARB(r_glsl_permutation->program);
1107                 CHECKGLERROR
1108         }
1109 }
1110
1111 #define SKINFRAME_HASH 1024
1112
1113 struct
1114 {
1115         int loadsequence; // incremented each level change
1116         memexpandablearray_t array;
1117         skinframe_t *hash[SKINFRAME_HASH];
1118 }
1119 r_skinframe;
1120
1121 void R_SkinFrame_PrepareForPurge(void)
1122 {
1123         r_skinframe.loadsequence++;
1124         // wrap it without hitting zero
1125         if (r_skinframe.loadsequence >= 200)
1126                 r_skinframe.loadsequence = 1;
1127 }
1128
1129 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1130 {
1131         if (!skinframe)
1132                 return;
1133         // mark the skinframe as used for the purging code
1134         skinframe->loadsequence = r_skinframe.loadsequence;
1135 }
1136
1137 void R_SkinFrame_Purge(void)
1138 {
1139         int i;
1140         skinframe_t *s;
1141         for (i = 0;i < SKINFRAME_HASH;i++)
1142         {
1143                 for (s = r_skinframe.hash[i];s;s = s->next)
1144                 {
1145                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1146                         {
1147                                 if (s->base == r_texture_notexture)     s->base   = NULL;
1148                                 if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
1149                                 if (s->merged == s->base)               s->merged = NULL;
1150                                 if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
1151                                 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1152                                 if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
1153                                 if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
1154                                 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
1155                                 if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
1156                                 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
1157                                 if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
1158                                 if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
1159                                 s->loadsequence = 0;
1160                         }
1161                 }
1162         }
1163 }
1164
1165 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1166 {
1167         skinframe_t *item;
1168         int hashindex;
1169         char basename[MAX_QPATH];
1170
1171         Image_StripImageExtension(name, basename, sizeof(basename));
1172
1173         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1174         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1175                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1176                         break;
1177         if (!item)
1178         {
1179                 if (!add)
1180                         return NULL;
1181                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1182                 memset(item, 0, sizeof(*item));
1183                 strlcpy(item->basename, basename, sizeof(item->basename));
1184                 item->textureflags = textureflags;
1185                 item->comparewidth = comparewidth;
1186                 item->compareheight = compareheight;
1187                 item->comparecrc = comparecrc;
1188                 item->next = r_skinframe.hash[hashindex];
1189                 r_skinframe.hash[hashindex] = item;
1190         }
1191         R_SkinFrame_MarkUsed(item);
1192         return item;
1193 }
1194
1195 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1196 {
1197         // FIXME: it should be possible to disable loading various layers using
1198         // cvars, to prevent wasted loading time and memory usage if the user does
1199         // not want them
1200         qboolean loadnormalmap = true;
1201         qboolean loadgloss = true;
1202         qboolean loadpantsandshirt = true;
1203         qboolean loadglow = true;
1204         int j;
1205         unsigned char *pixels;
1206         unsigned char *bumppixels;
1207         unsigned char *basepixels = NULL;
1208         int basepixels_width;
1209         int basepixels_height;
1210         skinframe_t *skinframe;
1211
1212         if (cls.state == ca_dedicated)
1213                 return NULL;
1214
1215         // return an existing skinframe if already loaded
1216         // if loading of the first image fails, don't make a new skinframe as it
1217         // would cause all future lookups of this to be missing
1218         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1219         if (skinframe && skinframe->base)
1220                 return skinframe;
1221
1222         basepixels = loadimagepixels(name, complain, 0, 0);
1223         if (basepixels == NULL)
1224                 return NULL;
1225
1226         // we've got some pixels to store, so really allocate this new texture now
1227         if (!skinframe)
1228                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1229         skinframe->stain = NULL;
1230         skinframe->merged = NULL;
1231         skinframe->base = r_texture_notexture;
1232         skinframe->pants = NULL;
1233         skinframe->shirt = NULL;
1234         skinframe->nmap = r_texture_blanknormalmap;
1235         skinframe->gloss = NULL;
1236         skinframe->glow = NULL;
1237         skinframe->fog = NULL;
1238
1239         basepixels_width = image_width;
1240         basepixels_height = image_height;
1241         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1242
1243         if (textureflags & TEXF_ALPHA)
1244         {
1245                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1246                         if (basepixels[j] < 255)
1247                                 break;
1248                 if (j < basepixels_width * basepixels_height * 4)
1249                 {
1250                         // has transparent pixels
1251                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1252                         for (j = 0;j < image_width * image_height * 4;j += 4)
1253                         {
1254                                 pixels[j+0] = 255;
1255                                 pixels[j+1] = 255;
1256                                 pixels[j+2] = 255;
1257                                 pixels[j+3] = basepixels[j+3];
1258                         }
1259                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1260                         Mem_Free(pixels);
1261                 }
1262         }
1263
1264         // _norm is the name used by tenebrae and has been adopted as standard
1265         if (loadnormalmap)
1266         {
1267                 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1268                 {
1269                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1270                         Mem_Free(pixels);
1271                         pixels = NULL;
1272                 }
1273                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1274                 {
1275                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1276                         Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1277                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1278                         Mem_Free(pixels);
1279                         Mem_Free(bumppixels);
1280                 }
1281                 else if (r_shadow_bumpscale_basetexture.value > 0)
1282                 {
1283                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1284                         Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1285                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1286                         Mem_Free(pixels);
1287                 }
1288         }
1289         // _luma is supported for tenebrae compatibility
1290         // (I think it's a very stupid name, but oh well)
1291         // _glow is the preferred name
1292         if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1293         if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1294         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1295         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1296
1297         if (basepixels)
1298                 Mem_Free(basepixels);
1299
1300         return skinframe;
1301 }
1302
1303 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)
1304 {
1305         int i;
1306         if (!force)
1307         {
1308                 for (i = 0;i < width*height;i++)
1309                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1310                                 break;
1311                 if (i == width*height)
1312                         return NULL;
1313         }
1314         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1315 }
1316
1317 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1318 {
1319         int i;
1320         unsigned char *temp1, *temp2;
1321         skinframe_t *skinframe;
1322
1323         if (cls.state == ca_dedicated)
1324                 return NULL;
1325
1326         // if already loaded just return it, otherwise make a new skinframe
1327         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1328         if (skinframe && skinframe->base)
1329                 return skinframe;
1330
1331         skinframe->stain = NULL;
1332         skinframe->merged = NULL;
1333         skinframe->base = r_texture_notexture;
1334         skinframe->pants = NULL;
1335         skinframe->shirt = NULL;
1336         skinframe->nmap = r_texture_blanknormalmap;
1337         skinframe->gloss = NULL;
1338         skinframe->glow = NULL;
1339         skinframe->fog = NULL;
1340
1341         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1342         if (!skindata)
1343                 return NULL;
1344
1345         if (bitsperpixel == 32)
1346         {
1347                 if (r_shadow_bumpscale_basetexture.value > 0)
1348                 {
1349                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1350                         temp2 = temp1 + width * height * 4;
1351                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1352                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1353                         Mem_Free(temp1);
1354                 }
1355                 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1356                 if (textureflags & TEXF_ALPHA)
1357                 {
1358                         for (i = 3;i < width * height * 4;i += 4)
1359                                 if (skindata[i] < 255)
1360                                         break;
1361                         if (i < width * height * 4)
1362                         {
1363                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1364                                 memcpy(fogpixels, skindata, width * height * 4);
1365                                 for (i = 0;i < width * height * 4;i += 4)
1366                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1367                                 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1368                                 Mem_Free(fogpixels);
1369                         }
1370                 }
1371         }
1372         else if (bitsperpixel == 8)
1373         {
1374                 if (r_shadow_bumpscale_basetexture.value > 0)
1375                 {
1376                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1377                         temp2 = temp1 + width * height * 4;
1378                         if (bitsperpixel == 32)
1379                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1380                         else
1381                         {
1382                                 // use either a custom palette or the quake palette
1383                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1384                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1385                         }
1386                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1387                         Mem_Free(temp1);
1388                 }
1389                 // use either a custom palette, or the quake palette
1390                 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1391                 if (!palette && loadglowtexture)
1392                         skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1393                 if (!palette && loadpantsandshirt)
1394                 {
1395                         skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1396                         skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1397                 }
1398                 if (skinframe->pants || skinframe->shirt)
1399                         skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1400                 if (textureflags & TEXF_ALPHA)
1401                 {
1402                         // if not using a custom alphapalette, use the quake one
1403                         if (!alphapalette)
1404                                 alphapalette = palette_alpha;
1405                         for (i = 0;i < width * height;i++)
1406                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1407                                         break;
1408                         if (i < width * height)
1409                                 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1410                 }
1411         }
1412
1413         return skinframe;
1414 }
1415
1416 skinframe_t *R_SkinFrame_LoadMissing(void)
1417 {
1418         skinframe_t *skinframe;
1419
1420         if (cls.state == ca_dedicated)
1421                 return NULL;
1422
1423         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1424         skinframe->stain = NULL;
1425         skinframe->merged = NULL;
1426         skinframe->base = r_texture_notexture;
1427         skinframe->pants = NULL;
1428         skinframe->shirt = NULL;
1429         skinframe->nmap = r_texture_blanknormalmap;
1430         skinframe->gloss = NULL;
1431         skinframe->glow = NULL;
1432         skinframe->fog = NULL;
1433
1434         return skinframe;
1435 }
1436
1437 void gl_main_start(void)
1438 {
1439         int x;
1440         double r, alpha;
1441
1442         r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1443         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1444         {
1445                 alpha = 1 - exp(r / ((double)x*(double)x));
1446                 if (x == FOGMASKTABLEWIDTH - 1)
1447                         alpha = 0;
1448                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1449         }
1450
1451         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1452         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1453
1454         // set up r_skinframe loading system for textures
1455         memset(&r_skinframe, 0, sizeof(r_skinframe));
1456         r_skinframe.loadsequence = 1;
1457         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1458
1459         r_main_texturepool = R_AllocTexturePool();
1460         R_BuildBlankTextures();
1461         R_BuildNoTexture();
1462         if (gl_texturecubemap)
1463         {
1464                 R_BuildWhiteCube();
1465                 R_BuildNormalizationCube();
1466         }
1467         R_BuildFogTexture();
1468         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1469         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1470         memset(&r_svbsp, 0, sizeof (r_svbsp));
1471 }
1472
1473 void gl_main_shutdown(void)
1474 {
1475         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1476         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1477
1478         // clear out the r_skinframe state
1479         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1480         memset(&r_skinframe, 0, sizeof(r_skinframe));
1481
1482         if (r_svbsp.nodes)
1483                 Mem_Free(r_svbsp.nodes);
1484         memset(&r_svbsp, 0, sizeof (r_svbsp));
1485         R_FreeTexturePool(&r_main_texturepool);
1486         r_texture_blanknormalmap = NULL;
1487         r_texture_white = NULL;
1488         r_texture_grey128 = NULL;
1489         r_texture_black = NULL;
1490         r_texture_whitecube = NULL;
1491         r_texture_normalizationcube = NULL;
1492         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1493         R_GLSL_Restart_f();
1494 }
1495
1496 extern void CL_ParseEntityLump(char *entitystring);
1497 void gl_main_newmap(void)
1498 {
1499         // FIXME: move this code to client
1500         int l;
1501         char *entities, entname[MAX_QPATH];
1502         if (cl.worldmodel)
1503         {
1504                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1505                 l = (int)strlen(entname) - 4;
1506                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1507                 {
1508                         memcpy(entname + l, ".ent", 5);
1509                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1510                         {
1511                                 CL_ParseEntityLump(entities);
1512                                 Mem_Free(entities);
1513                                 return;
1514                         }
1515                 }
1516                 if (cl.worldmodel->brush.entities)
1517                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1518         }
1519 }
1520
1521 void GL_Main_Init(void)
1522 {
1523         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1524
1525         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1526         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1527         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1528         if (gamemode == GAME_NEHAHRA)
1529         {
1530                 Cvar_RegisterVariable (&gl_fogenable);
1531                 Cvar_RegisterVariable (&gl_fogdensity);
1532                 Cvar_RegisterVariable (&gl_fogred);
1533                 Cvar_RegisterVariable (&gl_foggreen);
1534                 Cvar_RegisterVariable (&gl_fogblue);
1535                 Cvar_RegisterVariable (&gl_fogstart);
1536                 Cvar_RegisterVariable (&gl_fogend);
1537         }
1538         Cvar_RegisterVariable(&r_depthfirst);
1539         Cvar_RegisterVariable(&r_nearclip);
1540         Cvar_RegisterVariable(&r_showbboxes);
1541         Cvar_RegisterVariable(&r_showsurfaces);
1542         Cvar_RegisterVariable(&r_showtris);
1543         Cvar_RegisterVariable(&r_shownormals);
1544         Cvar_RegisterVariable(&r_showlighting);
1545         Cvar_RegisterVariable(&r_showshadowvolumes);
1546         Cvar_RegisterVariable(&r_showcollisionbrushes);
1547         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1548         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1549         Cvar_RegisterVariable(&r_showdisabledepthtest);
1550         Cvar_RegisterVariable(&r_drawportals);
1551         Cvar_RegisterVariable(&r_drawentities);
1552         Cvar_RegisterVariable(&r_cullentities_trace);
1553         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1554         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1555         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1556         Cvar_RegisterVariable(&r_drawviewmodel);
1557         Cvar_RegisterVariable(&r_speeds);
1558         Cvar_RegisterVariable(&r_fullbrights);
1559         Cvar_RegisterVariable(&r_wateralpha);
1560         Cvar_RegisterVariable(&r_dynamic);
1561         Cvar_RegisterVariable(&r_fullbright);
1562         Cvar_RegisterVariable(&r_shadows);
1563         Cvar_RegisterVariable(&r_shadows_throwdistance);
1564         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1565         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1566         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1567         Cvar_RegisterVariable(&r_textureunits);
1568         Cvar_RegisterVariable(&r_glsl);
1569         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1570         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1571         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1572         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1573         Cvar_RegisterVariable(&r_lerpsprites);
1574         Cvar_RegisterVariable(&r_lerpmodels);
1575         Cvar_RegisterVariable(&r_waterscroll);
1576         Cvar_RegisterVariable(&r_bloom);
1577         Cvar_RegisterVariable(&r_bloom_colorscale);
1578         Cvar_RegisterVariable(&r_bloom_brighten);
1579         Cvar_RegisterVariable(&r_bloom_blur);
1580         Cvar_RegisterVariable(&r_bloom_resolution);
1581         Cvar_RegisterVariable(&r_bloom_colorexponent);
1582         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1583         Cvar_RegisterVariable(&r_hdr);
1584         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1585         Cvar_RegisterVariable(&r_glsl_contrastboost);
1586         Cvar_RegisterVariable(&r_hdr_glowintensity);
1587         Cvar_RegisterVariable(&r_hdr_range);
1588         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1589         Cvar_RegisterVariable(&developer_texturelogging);
1590         Cvar_RegisterVariable(&gl_lightmaps);
1591         Cvar_RegisterVariable(&r_test);
1592         Cvar_RegisterVariable(&r_batchmode);
1593         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1594                 Cvar_SetValue("r_fullbrights", 0);
1595         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1596 }
1597
1598 extern void R_Textures_Init(void);
1599 extern void GL_Draw_Init(void);
1600 extern void GL_Main_Init(void);
1601 extern void R_Shadow_Init(void);
1602 extern void R_Sky_Init(void);
1603 extern void GL_Surf_Init(void);
1604 extern void R_Light_Init(void);
1605 extern void R_Particles_Init(void);
1606 extern void R_Explosion_Init(void);
1607 extern void gl_backend_init(void);
1608 extern void Sbar_Init(void);
1609 extern void R_LightningBeams_Init(void);
1610 extern void Mod_RenderInit(void);
1611
1612 void Render_Init(void)
1613 {
1614         gl_backend_init();
1615         R_Textures_Init();
1616         GL_Main_Init();
1617         GL_Draw_Init();
1618         R_Shadow_Init();
1619         R_Sky_Init();
1620         GL_Surf_Init();
1621         Sbar_Init();
1622         R_Light_Init();
1623         R_Particles_Init();
1624         R_Explosion_Init();
1625         R_LightningBeams_Init();
1626         Mod_RenderInit();
1627 }
1628
1629 /*
1630 ===============
1631 GL_Init
1632 ===============
1633 */
1634 extern char *ENGINE_EXTENSIONS;
1635 void GL_Init (void)
1636 {
1637         VID_CheckExtensions();
1638
1639         // LordHavoc: report supported extensions
1640         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1641
1642         // clear to black (loading plaque will be seen over this)
1643         CHECKGLERROR
1644         qglClearColor(0,0,0,1);CHECKGLERROR
1645         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1646 }
1647
1648 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1649 {
1650         int i;
1651         mplane_t *p;
1652         for (i = 0;i < 4;i++)
1653         {
1654                 p = r_view.frustum + i;
1655                 switch(p->signbits)
1656                 {
1657                 default:
1658                 case 0:
1659                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1660                                 return true;
1661                         break;
1662                 case 1:
1663                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1664                                 return true;
1665                         break;
1666                 case 2:
1667                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1668                                 return true;
1669                         break;
1670                 case 3:
1671                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1672                                 return true;
1673                         break;
1674                 case 4:
1675                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1676                                 return true;
1677                         break;
1678                 case 5:
1679                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1680                                 return true;
1681                         break;
1682                 case 6:
1683                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1684                                 return true;
1685                         break;
1686                 case 7:
1687                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1688                                 return true;
1689                         break;
1690                 }
1691         }
1692         return false;
1693 }
1694
1695 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1696 {
1697         int i;
1698         const mplane_t *p;
1699         for (i = 0;i < numplanes;i++)
1700         {
1701                 p = planes + i;
1702                 switch(p->signbits)
1703                 {
1704                 default:
1705                 case 0:
1706                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1707                                 return true;
1708                         break;
1709                 case 1:
1710                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1711                                 return true;
1712                         break;
1713                 case 2:
1714                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1715                                 return true;
1716                         break;
1717                 case 3:
1718                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1719                                 return true;
1720                         break;
1721                 case 4:
1722                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1723                                 return true;
1724                         break;
1725                 case 5:
1726                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1727                                 return true;
1728                         break;
1729                 case 6:
1730                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1731                                 return true;
1732                         break;
1733                 case 7:
1734                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1735                                 return true;
1736                         break;
1737                 }
1738         }
1739         return false;
1740 }
1741
1742 //==================================================================================
1743
1744 static void R_UpdateEntityLighting(entity_render_t *ent)
1745 {
1746         vec3_t tempdiffusenormal;
1747
1748         // fetch the lighting from the worldmodel data
1749         VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1750         VectorClear(ent->modellight_diffuse);
1751         VectorClear(tempdiffusenormal);
1752         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1753         {
1754                 vec3_t org;
1755                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1756                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1757         }
1758         else // highly rare
1759                 VectorSet(ent->modellight_ambient, 1, 1, 1);
1760
1761         // move the light direction into modelspace coordinates for lighting code
1762         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1763         if(VectorLength2(ent->modellight_lightdir) > 0)
1764         {
1765                 VectorNormalize(ent->modellight_lightdir);
1766         }
1767         else
1768         {
1769                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1770         }
1771
1772         // scale ambient and directional light contributions according to rendering variables
1773         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1774         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1775         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1776         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1777         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1778         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1779 }
1780
1781 static void R_View_UpdateEntityVisible (void)
1782 {
1783         int i, renderimask;
1784         entity_render_t *ent;
1785
1786         if (!r_drawentities.integer)
1787                 return;
1788
1789         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1790         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1791         {
1792                 // worldmodel can check visibility
1793                 for (i = 0;i < r_refdef.numentities;i++)
1794                 {
1795                         ent = r_refdef.entities[i];
1796                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1797                 }
1798                 if(r_cullentities_trace.integer)
1799                 {
1800                         for (i = 0;i < r_refdef.numentities;i++)
1801                         {
1802                                 ent = r_refdef.entities[i];
1803                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1804                                 {
1805                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1806                                                 ent->last_trace_visibility = realtime;
1807                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1808                                                 r_viewcache.entityvisible[i] = 0;
1809                                 }
1810                         }
1811                 }
1812         }
1813         else
1814         {
1815                 // no worldmodel or it can't check visibility
1816                 for (i = 0;i < r_refdef.numentities;i++)
1817                 {
1818                         ent = r_refdef.entities[i];
1819                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1820                 }
1821         }
1822
1823         // update entity lighting (even on hidden entities for r_shadows)
1824         for (i = 0;i < r_refdef.numentities;i++)
1825                 R_UpdateEntityLighting(r_refdef.entities[i]);
1826 }
1827
1828 // only used if skyrendermasked, and normally returns false
1829 int R_DrawBrushModelsSky (void)
1830 {
1831         int i, sky;
1832         entity_render_t *ent;
1833
1834         if (!r_drawentities.integer)
1835                 return false;
1836
1837         sky = false;
1838         for (i = 0;i < r_refdef.numentities;i++)
1839         {
1840                 if (!r_viewcache.entityvisible[i])
1841                         continue;
1842                 ent = r_refdef.entities[i];
1843                 if (!ent->model || !ent->model->DrawSky)
1844                         continue;
1845                 ent->model->DrawSky(ent);
1846                 sky = true;
1847         }
1848         return sky;
1849 }
1850
1851 void R_DrawNoModel(entity_render_t *ent);
1852 void R_DrawModels(void)
1853 {
1854         int i;
1855         entity_render_t *ent;
1856
1857         if (!r_drawentities.integer)
1858                 return;
1859
1860         for (i = 0;i < r_refdef.numentities;i++)
1861         {
1862                 if (!r_viewcache.entityvisible[i])
1863                         continue;
1864                 ent = r_refdef.entities[i];
1865                 r_refdef.stats.entities++;
1866                 if (ent->model && ent->model->Draw != NULL)
1867                         ent->model->Draw(ent);
1868                 else
1869                         R_DrawNoModel(ent);
1870         }
1871 }
1872
1873 void R_DrawModelsDepth(void)
1874 {
1875         int i;
1876         entity_render_t *ent;
1877
1878         if (!r_drawentities.integer)
1879                 return;
1880
1881         for (i = 0;i < r_refdef.numentities;i++)
1882         {
1883                 if (!r_viewcache.entityvisible[i])
1884                         continue;
1885                 ent = r_refdef.entities[i];
1886                 r_refdef.stats.entities++;
1887                 if (ent->model && ent->model->DrawDepth != NULL)
1888                         ent->model->DrawDepth(ent);
1889         }
1890 }
1891
1892 static void R_View_SetFrustum(void)
1893 {
1894         double slopex, slopey;
1895
1896         // break apart the view matrix into vectors for various purposes
1897         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1898         VectorNegate(r_view.left, r_view.right);
1899
1900 #if 0
1901         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1902         r_view.frustum[0].normal[1] = 0 - 0;
1903         r_view.frustum[0].normal[2] = -1 - 0;
1904         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1905         r_view.frustum[1].normal[1] = 0 + 0;
1906         r_view.frustum[1].normal[2] = -1 + 0;
1907         r_view.frustum[2].normal[0] = 0 - 0;
1908         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1909         r_view.frustum[2].normal[2] = -1 - 0;
1910         r_view.frustum[3].normal[0] = 0 + 0;
1911         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1912         r_view.frustum[3].normal[2] = -1 + 0;
1913 #endif
1914
1915 #if 0
1916         zNear = r_refdef.nearclip;
1917         nudge = 1.0 - 1.0 / (1<<23);
1918         r_view.frustum[4].normal[0] = 0 - 0;
1919         r_view.frustum[4].normal[1] = 0 - 0;
1920         r_view.frustum[4].normal[2] = -1 - -nudge;
1921         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1922         r_view.frustum[5].normal[0] = 0 + 0;
1923         r_view.frustum[5].normal[1] = 0 + 0;
1924         r_view.frustum[5].normal[2] = -1 + -nudge;
1925         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1926 #endif
1927
1928
1929
1930 #if 0
1931         r_view.frustum[0].normal[0] = m[3] - m[0];
1932         r_view.frustum[0].normal[1] = m[7] - m[4];
1933         r_view.frustum[0].normal[2] = m[11] - m[8];
1934         r_view.frustum[0].dist = m[15] - m[12];
1935
1936         r_view.frustum[1].normal[0] = m[3] + m[0];
1937         r_view.frustum[1].normal[1] = m[7] + m[4];
1938         r_view.frustum[1].normal[2] = m[11] + m[8];
1939         r_view.frustum[1].dist = m[15] + m[12];
1940
1941         r_view.frustum[2].normal[0] = m[3] - m[1];
1942         r_view.frustum[2].normal[1] = m[7] - m[5];
1943         r_view.frustum[2].normal[2] = m[11] - m[9];
1944         r_view.frustum[2].dist = m[15] - m[13];
1945
1946         r_view.frustum[3].normal[0] = m[3] + m[1];
1947         r_view.frustum[3].normal[1] = m[7] + m[5];
1948         r_view.frustum[3].normal[2] = m[11] + m[9];
1949         r_view.frustum[3].dist = m[15] + m[13];
1950
1951         r_view.frustum[4].normal[0] = m[3] - m[2];
1952         r_view.frustum[4].normal[1] = m[7] - m[6];
1953         r_view.frustum[4].normal[2] = m[11] - m[10];
1954         r_view.frustum[4].dist = m[15] - m[14];
1955
1956         r_view.frustum[5].normal[0] = m[3] + m[2];
1957         r_view.frustum[5].normal[1] = m[7] + m[6];
1958         r_view.frustum[5].normal[2] = m[11] + m[10];
1959         r_view.frustum[5].dist = m[15] + m[14];
1960 #endif
1961
1962
1963
1964         if (r_view.useperspective)
1965         {
1966                 slopex = 1.0 / r_view.frustum_x;
1967                 slopey = 1.0 / r_view.frustum_y;
1968                 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1969                 VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
1970                 VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
1971                 VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
1972                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1973
1974                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1975                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1976                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1977                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1978                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1979
1980                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1981                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1982                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1983                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1984                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1985         }
1986         else
1987         {
1988                 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
1989                 VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
1990                 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
1991                 VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
1992                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1993                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
1994                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
1995                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
1996                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
1997                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1998         }
1999
2000         PlaneClassify(&r_view.frustum[0]);
2001         PlaneClassify(&r_view.frustum[1]);
2002         PlaneClassify(&r_view.frustum[2]);
2003         PlaneClassify(&r_view.frustum[3]);
2004         PlaneClassify(&r_view.frustum[4]);
2005
2006         // LordHavoc: note to all quake engine coders, Quake had a special case
2007         // for 90 degrees which assumed a square view (wrong), so I removed it,
2008         // Quake2 has it disabled as well.
2009
2010         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2011         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2012         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2013         //PlaneClassify(&frustum[0]);
2014
2015         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2016         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2017         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2018         //PlaneClassify(&frustum[1]);
2019
2020         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2021         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2022         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2023         //PlaneClassify(&frustum[2]);
2024
2025         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2026         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2027         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2028         //PlaneClassify(&frustum[3]);
2029
2030         // nearclip plane
2031         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2032         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2033         //PlaneClassify(&frustum[4]);
2034 }
2035
2036 void R_View_Update(void)
2037 {
2038         R_View_SetFrustum();
2039         R_View_WorldVisibility();
2040         R_View_UpdateEntityVisible();
2041 }
2042
2043 void R_SetupView(const matrix4x4_t *matrix)
2044 {
2045         if (!r_view.useperspective)
2046                 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2047         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2048                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2049         else
2050                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2051
2052         GL_SetupView_Orientation_FromEntity(matrix);
2053 }
2054
2055 void R_ResetViewRendering2D(void)
2056 {
2057         if (gl_support_fragment_shader)
2058         {
2059                 qglUseProgramObjectARB(0);CHECKGLERROR
2060         }
2061
2062         DrawQ_Finish();
2063
2064         // GL is weird because it's bottom to top, r_view.y is top to bottom
2065         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2066         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2067         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2068         GL_Color(1, 1, 1, 1);
2069         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2070         GL_BlendFunc(GL_ONE, GL_ZERO);
2071         GL_AlphaTest(false);
2072         GL_ScissorTest(false);
2073         GL_DepthMask(false);
2074         GL_DepthRange(0, 1);
2075         GL_DepthTest(false);
2076         R_Mesh_Matrix(&identitymatrix);
2077         R_Mesh_ResetTextureState();
2078         GL_PolygonOffset(0, 0);
2079         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2080         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2081         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2082         qglStencilMask(~0);CHECKGLERROR
2083         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2084         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2085         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2086 }
2087
2088 void R_ResetViewRendering3D(void)
2089 {
2090         if (gl_support_fragment_shader)
2091         {
2092                 qglUseProgramObjectARB(0);CHECKGLERROR
2093         }
2094
2095         DrawQ_Finish();
2096
2097         // GL is weird because it's bottom to top, r_view.y is top to bottom
2098         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2099         R_SetupView(&r_view.matrix);
2100         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2101         GL_Color(1, 1, 1, 1);
2102         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2103         GL_BlendFunc(GL_ONE, GL_ZERO);
2104         GL_AlphaTest(false);
2105         GL_ScissorTest(true);
2106         GL_DepthMask(true);
2107         GL_DepthRange(0, 1);
2108         GL_DepthTest(true);
2109         R_Mesh_Matrix(&identitymatrix);
2110         R_Mesh_ResetTextureState();
2111         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2112         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2113         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2114         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2115         qglStencilMask(~0);CHECKGLERROR
2116         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2117         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2118         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2119 }
2120
2121 /*
2122         R_Bloom_SetupShader(
2123 "// bloom shader\n"
2124 "// written by Forest 'LordHavoc' Hale\n"
2125 "\n"
2126 "// common definitions between vertex shader and fragment shader:\n"
2127 "\n"
2128 "#ifdef __GLSL_CG_DATA_TYPES\n"
2129 "#define myhalf half\n"
2130 "#define myhvec2 hvec2\n"
2131 "#define myhvec3 hvec3\n"
2132 "#define myhvec4 hvec4\n"
2133 "#else\n"
2134 "#define myhalf float\n"
2135 "#define myhvec2 vec2\n"
2136 "#define myhvec3 vec3\n"
2137 "#define myhvec4 vec4\n"
2138 "#endif\n"
2139 "\n"
2140 "varying vec2 ScreenTexCoord;\n"
2141 "varying vec2 BloomTexCoord;\n"
2142 "\n"
2143 "\n"
2144 "\n"
2145 "\n"
2146 "// vertex shader specific:\n"
2147 "#ifdef VERTEX_SHADER\n"
2148 "\n"
2149 "void main(void)\n"
2150 "{\n"
2151 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2152 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2153 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2154 "       // rendering\n"
2155 "       gl_Position = ftransform();\n"
2156 "}\n"
2157 "\n"
2158 "#endif // VERTEX_SHADER\n"
2159 "\n"
2160 "\n"
2161 "\n"
2162 "\n"
2163 "// fragment shader specific:\n"
2164 "#ifdef FRAGMENT_SHADER\n"
2165 "\n"
2166 "void main(void)\n"
2167 "{\n"
2168 "       int x, y;
2169 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2170 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2171 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2172 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2173 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2174 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2175
2176 "       gl_FragColor = vec4(color);\n"
2177 "}\n"
2178 "\n"
2179 "#endif // FRAGMENT_SHADER\n"
2180 */
2181
2182 void R_RenderScene(void);
2183
2184 void R_Bloom_StartFrame(void)
2185 {
2186         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2187
2188         // set bloomwidth and bloomheight to the bloom resolution that will be
2189         // used (often less than the screen resolution for faster rendering)
2190         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2191         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2192         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2193
2194         // calculate desired texture sizes
2195         if (gl_support_arb_texture_non_power_of_two)
2196         {
2197                 screentexturewidth = r_view.width;
2198                 screentextureheight = r_view.height;
2199                 bloomtexturewidth = r_bloomstate.bloomwidth;
2200                 bloomtextureheight = r_bloomstate.bloomheight;
2201         }
2202         else
2203         {
2204                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2205                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2206                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2207                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2208         }
2209
2210         if (r_hdr.integer)
2211         {
2212                 screentexturewidth = screentextureheight = 0;
2213         }
2214         else if (r_bloom.integer)
2215         {
2216         }
2217         else
2218         {
2219                 screentexturewidth = screentextureheight = 0;
2220                 bloomtexturewidth = bloomtextureheight = 0;
2221         }
2222
2223         if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2224         {
2225                 // can't use bloom if the parameters are too weird
2226                 // can't use bloom if the card does not support the texture size
2227                 if (r_bloomstate.texture_screen)
2228                         R_FreeTexture(r_bloomstate.texture_screen);
2229                 if (r_bloomstate.texture_bloom)
2230                         R_FreeTexture(r_bloomstate.texture_bloom);
2231                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2232                 return;
2233         }
2234
2235         r_bloomstate.enabled = true;
2236         r_bloomstate.hdr = r_hdr.integer != 0;
2237
2238         // allocate textures as needed
2239         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2240         {
2241                 if (r_bloomstate.texture_screen)
2242                         R_FreeTexture(r_bloomstate.texture_screen);
2243                 r_bloomstate.texture_screen = NULL;
2244                 r_bloomstate.screentexturewidth = screentexturewidth;
2245                 r_bloomstate.screentextureheight = screentextureheight;
2246                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2247                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2248         }
2249         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2250         {
2251                 if (r_bloomstate.texture_bloom)
2252                         R_FreeTexture(r_bloomstate.texture_bloom);
2253                 r_bloomstate.texture_bloom = NULL;
2254                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2255                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2256                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2257                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2258         }
2259
2260         // set up a texcoord array for the full resolution screen image
2261         // (we have to keep this around to copy back during final render)
2262         r_bloomstate.screentexcoord2f[0] = 0;
2263         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2264         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2265         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2266         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2267         r_bloomstate.screentexcoord2f[5] = 0;
2268         r_bloomstate.screentexcoord2f[6] = 0;
2269         r_bloomstate.screentexcoord2f[7] = 0;
2270
2271         // set up a texcoord array for the reduced resolution bloom image
2272         // (which will be additive blended over the screen image)
2273         r_bloomstate.bloomtexcoord2f[0] = 0;
2274         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2275         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2276         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2277         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2278         r_bloomstate.bloomtexcoord2f[5] = 0;
2279         r_bloomstate.bloomtexcoord2f[6] = 0;
2280         r_bloomstate.bloomtexcoord2f[7] = 0;
2281 }
2282
2283 void R_Bloom_CopyScreenTexture(float colorscale)
2284 {
2285         r_refdef.stats.bloom++;
2286
2287         R_ResetViewRendering2D();
2288         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2289         R_Mesh_ColorPointer(NULL, 0, 0);
2290         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2291         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2292
2293         // copy view into the screen texture
2294         GL_ActiveTexture(0);
2295         CHECKGLERROR
2296         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2297         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2298
2299         // now scale it down to the bloom texture size
2300         CHECKGLERROR
2301         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2302         GL_BlendFunc(GL_ONE, GL_ZERO);
2303         GL_Color(colorscale, colorscale, colorscale, 1);
2304         // TODO: optimize with multitexture or GLSL
2305         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2306         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2307
2308         // we now have a bloom image in the framebuffer
2309         // copy it into the bloom image texture for later processing
2310         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2311         GL_ActiveTexture(0);
2312         CHECKGLERROR
2313         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2314         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2315 }
2316
2317 void R_Bloom_CopyHDRTexture(void)
2318 {
2319         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2320         GL_ActiveTexture(0);
2321         CHECKGLERROR
2322         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2323         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2324 }
2325
2326 void R_Bloom_MakeTexture(void)
2327 {
2328         int x, range, dir;
2329         float xoffset, yoffset, r, brighten;
2330
2331         r_refdef.stats.bloom++;
2332
2333         R_ResetViewRendering2D();
2334         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2335         R_Mesh_ColorPointer(NULL, 0, 0);
2336
2337         // we have a bloom image in the framebuffer
2338         CHECKGLERROR
2339         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2340
2341         for (x = 1;x < r_bloom_colorexponent.value;)
2342         {
2343                 x *= 2;
2344                 r = bound(0, r_bloom_colorexponent.value / x, 1);
2345                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2346                 GL_Color(r, r, r, 1);
2347                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2348                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2349                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2350                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2351
2352                 // copy the vertically blurred bloom view to a texture
2353                 GL_ActiveTexture(0);
2354                 CHECKGLERROR
2355                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2356                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2357         }
2358
2359         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2360         brighten = r_bloom_brighten.value;
2361         if (r_hdr.integer)
2362                 brighten *= r_hdr_range.value;
2363         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2364         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2365
2366         for (dir = 0;dir < 2;dir++)
2367         {
2368                 // blend on at multiple vertical offsets to achieve a vertical blur
2369                 // TODO: do offset blends using GLSL
2370                 GL_BlendFunc(GL_ONE, GL_ZERO);
2371                 for (x = -range;x <= range;x++)
2372                 {
2373                         if (!dir){xoffset = 0;yoffset = x;}
2374                         else {xoffset = x;yoffset = 0;}
2375                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
2376                         yoffset /= (float)r_bloomstate.bloomtextureheight;
2377                         // compute a texcoord array with the specified x and y offset
2378                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2379                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2380                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2381                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2382                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2383                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2384                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2385                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2386                         // this r value looks like a 'dot' particle, fading sharply to
2387                         // black at the edges
2388                         // (probably not realistic but looks good enough)
2389                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2390                         //r = (dir ? 1.0f : brighten)/(range*2+1);
2391                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2392                         GL_Color(r, r, r, 1);
2393                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2394                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2395                         GL_BlendFunc(GL_ONE, GL_ONE);
2396                 }
2397
2398                 // copy the vertically blurred bloom view to a texture
2399                 GL_ActiveTexture(0);
2400                 CHECKGLERROR
2401                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2402                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2403         }
2404
2405         // apply subtract last
2406         // (just like it would be in a GLSL shader)
2407         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2408         {
2409                 GL_BlendFunc(GL_ONE, GL_ZERO);
2410                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2411                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2412                 GL_Color(1, 1, 1, 1);
2413                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2414                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2415
2416                 GL_BlendFunc(GL_ONE, GL_ONE);
2417                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2418                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2419                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2420                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2421                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2422                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2423                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2424
2425                 // copy the darkened bloom view to a texture
2426                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2427                 GL_ActiveTexture(0);
2428                 CHECKGLERROR
2429                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2430                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2431         }
2432 }
2433
2434 void R_HDR_RenderBloomTexture(void)
2435 {
2436         int oldwidth, oldheight;
2437
2438         oldwidth = r_view.width;
2439         oldheight = r_view.height;
2440         r_view.width = r_bloomstate.bloomwidth;
2441         r_view.height = r_bloomstate.bloomheight;
2442
2443         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
2444         // TODO: add exposure compensation features
2445         // TODO: add fp16 framebuffer support
2446
2447         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2448         if (r_hdr.integer)
2449                 r_view.colorscale /= r_hdr_range.value;
2450         R_RenderScene();
2451
2452         R_ResetViewRendering2D();
2453
2454         R_Bloom_CopyHDRTexture();
2455         R_Bloom_MakeTexture();
2456
2457         R_ResetViewRendering3D();
2458
2459         R_ClearScreen();
2460         if (r_timereport_active)
2461                 R_TimeReport("clear");
2462
2463
2464         // restore the view settings
2465         r_view.width = oldwidth;
2466         r_view.height = oldheight;
2467 }
2468
2469 static void R_BlendView(void)
2470 {
2471         if (r_bloomstate.enabled && r_bloomstate.hdr)
2472         {
2473                 // render high dynamic range bloom effect
2474                 // the bloom texture was made earlier this render, so we just need to
2475                 // blend it onto the screen...
2476                 R_ResetViewRendering2D();
2477                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2478                 R_Mesh_ColorPointer(NULL, 0, 0);
2479                 GL_Color(1, 1, 1, 1);
2480                 GL_BlendFunc(GL_ONE, GL_ONE);
2481                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2482                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2483                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2484                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2485         }
2486         else if (r_bloomstate.enabled)
2487         {
2488                 // render simple bloom effect
2489                 // copy the screen and shrink it and darken it for the bloom process
2490                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2491                 // make the bloom texture
2492                 R_Bloom_MakeTexture();
2493                 // put the original screen image back in place and blend the bloom
2494                 // texture on it
2495                 R_ResetViewRendering2D();
2496                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2497                 R_Mesh_ColorPointer(NULL, 0, 0);
2498                 GL_Color(1, 1, 1, 1);
2499                 GL_BlendFunc(GL_ONE, GL_ZERO);
2500                 // do both in one pass if possible
2501                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2502                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2503                 if (r_textureunits.integer >= 2 && gl_combine.integer)
2504                 {
2505                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2506                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2507                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2508                 }
2509                 else
2510                 {
2511                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2512                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2513                         // now blend on the bloom texture
2514                         GL_BlendFunc(GL_ONE, GL_ONE);
2515                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2516                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2517                 }
2518                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2519                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2520         }
2521         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2522         {
2523                 // apply a color tint to the whole view
2524                 R_ResetViewRendering2D();
2525                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2526                 R_Mesh_ColorPointer(NULL, 0, 0);
2527                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2528                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2529                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2530         }
2531 }
2532
2533 void R_RenderScene(void);
2534
2535 matrix4x4_t r_waterscrollmatrix;
2536
2537 void R_UpdateVariables(void)
2538 {
2539         R_Textures_Frame();
2540
2541         r_refdef.farclip = 4096;
2542         if (r_refdef.worldmodel)
2543                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2544         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2545
2546         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2547                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2548         r_refdef.polygonfactor = 0;
2549         r_refdef.polygonoffset = 0;
2550         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2551         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2552
2553         r_refdef.rtworld = r_shadow_realtime_world.integer;
2554         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2555         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2556         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2557         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2558         if (r_showsurfaces.integer)
2559         {
2560                 r_refdef.rtworld = false;
2561                 r_refdef.rtworldshadows = false;
2562                 r_refdef.rtdlight = false;
2563                 r_refdef.rtdlightshadows = false;
2564                 r_refdef.lightmapintensity = 0;
2565         }
2566
2567         if (gamemode == GAME_NEHAHRA)
2568         {
2569                 if (gl_fogenable.integer)
2570                 {
2571                         r_refdef.oldgl_fogenable = true;
2572                         r_refdef.fog_density = gl_fogdensity.value;
2573                         r_refdef.fog_red = gl_fogred.value;
2574                         r_refdef.fog_green = gl_foggreen.value;
2575                         r_refdef.fog_blue = gl_fogblue.value;
2576                 }
2577                 else if (r_refdef.oldgl_fogenable)
2578                 {
2579                         r_refdef.oldgl_fogenable = false;
2580                         r_refdef.fog_density = 0;
2581                         r_refdef.fog_red = 0;
2582                         r_refdef.fog_green = 0;
2583                         r_refdef.fog_blue = 0;
2584                 }
2585         }
2586         if (r_refdef.fog_density)
2587         {
2588                 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
2589                 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2590                 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2591         }
2592         if (r_refdef.fog_density)
2593         {
2594                 r_refdef.fogenabled = true;
2595                 // this is the point where the fog reaches 0.9986 alpha, which we
2596                 // consider a good enough cutoff point for the texture
2597                 // (0.9986 * 256 == 255.6)
2598                 r_refdef.fogrange = 400 / r_refdef.fog_density;
2599                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2600                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2601                 // fog color was already set
2602         }
2603         else
2604                 r_refdef.fogenabled = false;
2605 }
2606
2607 /*
2608 ================
2609 R_RenderView
2610 ================
2611 */
2612 void R_RenderView(void)
2613 {
2614         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2615                 return; //Host_Error ("R_RenderView: NULL worldmodel");
2616
2617         R_Shadow_UpdateWorldLightSelection();
2618
2619         CHECKGLERROR
2620         if (r_timereport_active)
2621                 R_TimeReport("setup");
2622
2623         R_View_Update();
2624         if (r_timereport_active)
2625                 R_TimeReport("visibility");
2626
2627         R_ResetViewRendering3D();
2628
2629         R_ClearScreen();
2630         if (r_timereport_active)
2631                 R_TimeReport("clear");
2632
2633         R_Bloom_StartFrame();
2634
2635         // this produces a bloom texture to be used in R_BlendView() later
2636         if (r_hdr.integer)
2637                 R_HDR_RenderBloomTexture();
2638
2639         r_view.colorscale = r_hdr_scenebrightness.value;
2640         R_RenderScene();
2641
2642         R_BlendView();
2643         if (r_timereport_active)
2644                 R_TimeReport("blendview");
2645
2646         GL_Scissor(0, 0, vid.width, vid.height);
2647         GL_ScissorTest(false);
2648         CHECKGLERROR
2649 }
2650
2651 extern void R_DrawLightningBeams (void);
2652 extern void VM_CL_AddPolygonsToMeshQueue (void);
2653 extern void R_DrawPortals (void);
2654 extern cvar_t cl_locs_show;
2655 static void R_DrawLocs(void);
2656 static void R_DrawEntityBBoxes(void);
2657 void R_RenderScene(void)
2658 {
2659         // don't let sound skip if going slow
2660         if (r_refdef.extraupdate)
2661                 S_ExtraUpdate ();
2662
2663         R_ResetViewRendering3D();
2664
2665         R_MeshQueue_BeginScene();
2666
2667         R_SkyStartFrame();
2668
2669         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2670
2671         if (cl.csqc_vidvars.drawworld)
2672         {
2673                 // don't let sound skip if going slow
2674                 if (r_refdef.extraupdate)
2675                         S_ExtraUpdate ();
2676
2677                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2678                 {
2679                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2680                         if (r_timereport_active)
2681                                 R_TimeReport("worldsky");
2682                 }
2683
2684                 if (R_DrawBrushModelsSky() && r_timereport_active)
2685                         R_TimeReport("bmodelsky");
2686         }
2687
2688         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2689         {
2690                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2691                 if (r_timereport_active)
2692                         R_TimeReport("worlddepth");
2693         }
2694         if (r_depthfirst.integer >= 2)
2695         {
2696                 R_DrawModelsDepth();
2697                 if (r_timereport_active)
2698                         R_TimeReport("modeldepth");
2699         }
2700
2701         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2702         {
2703                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2704                 if (r_timereport_active)
2705                         R_TimeReport("world");
2706         }
2707
2708         // don't let sound skip if going slow
2709         if (r_refdef.extraupdate)
2710                 S_ExtraUpdate ();
2711
2712         R_DrawModels();
2713         if (r_timereport_active)
2714                 R_TimeReport("models");
2715
2716         // don't let sound skip if going slow
2717         if (r_refdef.extraupdate)
2718                 S_ExtraUpdate ();
2719
2720         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2721         {
2722                 R_DrawModelShadows();
2723
2724                 R_ResetViewRendering3D();
2725
2726                 // don't let sound skip if going slow
2727                 if (r_refdef.extraupdate)
2728                         S_ExtraUpdate ();
2729         }
2730
2731         R_ShadowVolumeLighting(false);
2732         if (r_timereport_active)
2733                 R_TimeReport("rtlights");
2734
2735         // don't let sound skip if going slow
2736         if (r_refdef.extraupdate)
2737                 S_ExtraUpdate ();
2738
2739         if (cl.csqc_vidvars.drawworld)
2740         {
2741                 R_DrawLightningBeams();
2742                 if (r_timereport_active)
2743                         R_TimeReport("lightning");
2744
2745                 R_DrawParticles();
2746                 if (r_timereport_active)
2747                         R_TimeReport("particles");
2748
2749                 R_DrawExplosions();
2750                 if (r_timereport_active)
2751                         R_TimeReport("explosions");
2752         }
2753
2754         if (gl_support_fragment_shader)
2755         {
2756                 qglUseProgramObjectARB(0);CHECKGLERROR
2757         }
2758         VM_CL_AddPolygonsToMeshQueue();
2759
2760         if (cl_locs_show.integer)
2761         {
2762                 R_DrawLocs();
2763                 if (r_timereport_active)
2764                         R_TimeReport("showlocs");
2765         }
2766
2767         if (r_drawportals.integer)
2768         {
2769                 R_DrawPortals();
2770                 if (r_timereport_active)
2771                         R_TimeReport("portals");
2772         }
2773
2774         if (r_showbboxes.value > 0)
2775         {
2776                 R_DrawEntityBBoxes();
2777                 if (r_timereport_active)
2778                         R_TimeReport("bboxes");
2779         }
2780
2781         if (gl_support_fragment_shader)
2782         {
2783                 qglUseProgramObjectARB(0);CHECKGLERROR
2784         }
2785         R_MeshQueue_RenderTransparent();
2786         if (r_timereport_active)
2787                 R_TimeReport("drawtrans");
2788
2789         if (gl_support_fragment_shader)
2790         {
2791                 qglUseProgramObjectARB(0);CHECKGLERROR
2792         }
2793
2794         if (cl.csqc_vidvars.drawworld)
2795         {
2796                 R_DrawCoronas();
2797                 if (r_timereport_active)
2798                         R_TimeReport("coronas");
2799         }
2800
2801         // don't let sound skip if going slow
2802         if (r_refdef.extraupdate)
2803                 S_ExtraUpdate ();
2804
2805         R_ResetViewRendering2D();
2806 }
2807
2808 static const int bboxelements[36] =
2809 {
2810         5, 1, 3, 5, 3, 7,
2811         6, 2, 0, 6, 0, 4,
2812         7, 3, 2, 7, 2, 6,
2813         4, 0, 1, 4, 1, 5,
2814         4, 5, 7, 4, 7, 6,
2815         1, 0, 2, 1, 2, 3,
2816 };
2817
2818 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2819 {
2820         int i;
2821         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2822         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2823         GL_DepthMask(false);
2824         GL_DepthRange(0, 1);
2825         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2826         R_Mesh_Matrix(&identitymatrix);
2827         R_Mesh_ResetTextureState();
2828
2829         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2830         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2831         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2832         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2833         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2834         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2835         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2836         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2837         R_FillColors(color4f, 8, cr, cg, cb, ca);
2838         if (r_refdef.fogenabled)
2839         {
2840                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2841                 {
2842                         f1 = FogPoint_World(v);
2843                         f2 = 1 - f1;
2844                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2845                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2846                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2847                 }
2848         }
2849         R_Mesh_VertexPointer(vertex3f, 0, 0);
2850         R_Mesh_ColorPointer(color4f, 0, 0);
2851         R_Mesh_ResetTextureState();
2852         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2853 }
2854
2855 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2856 {
2857         int i;
2858         float color[4];
2859         prvm_edict_t *edict;
2860         // this function draws bounding boxes of server entities
2861         if (!sv.active)
2862                 return;
2863         SV_VM_Begin();
2864         for (i = 0;i < numsurfaces;i++)
2865         {
2866                 edict = PRVM_EDICT_NUM(surfacelist[i]);
2867                 switch ((int)edict->fields.server->solid)
2868                 {
2869                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
2870                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
2871                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
2872                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2873                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
2874                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
2875                 }
2876                 color[3] *= r_showbboxes.value;
2877                 color[3] = bound(0, color[3], 1);
2878                 GL_DepthTest(!r_showdisabledepthtest.integer);
2879                 GL_CullFace(GL_BACK);
2880                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2881         }
2882         SV_VM_End();
2883 }
2884
2885 static void R_DrawEntityBBoxes(void)
2886 {
2887         int i;
2888         prvm_edict_t *edict;
2889         vec3_t center;
2890         // this function draws bounding boxes of server entities
2891         if (!sv.active)
2892                 return;
2893         SV_VM_Begin();
2894         for (i = 0;i < prog->num_edicts;i++)
2895         {
2896                 edict = PRVM_EDICT_NUM(i);
2897                 if (edict->priv.server->free)
2898                         continue;
2899                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2900                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2901         }
2902         SV_VM_End();
2903 }
2904
2905 int nomodelelements[24] =
2906 {
2907         5, 2, 0,
2908         5, 1, 2,
2909         5, 0, 3,
2910         5, 3, 1,
2911         0, 2, 4,
2912         2, 1, 4,
2913         3, 0, 4,
2914         1, 3, 4
2915 };
2916
2917 float nomodelvertex3f[6*3] =
2918 {
2919         -16,   0,   0,
2920          16,   0,   0,
2921           0, -16,   0,
2922           0,  16,   0,
2923           0,   0, -16,
2924           0,   0,  16
2925 };
2926
2927 float nomodelcolor4f[6*4] =
2928 {
2929         0.0f, 0.0f, 0.5f, 1.0f,
2930         0.0f, 0.0f, 0.5f, 1.0f,
2931         0.0f, 0.5f, 0.0f, 1.0f,
2932         0.0f, 0.5f, 0.0f, 1.0f,
2933         0.5f, 0.0f, 0.0f, 1.0f,
2934         0.5f, 0.0f, 0.0f, 1.0f
2935 };
2936
2937 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2938 {
2939         int i;
2940         float f1, f2, *c;
2941         float color4f[6*4];
2942         // this is only called once per entity so numsurfaces is always 1, and
2943         // surfacelist is always {0}, so this code does not handle batches
2944         R_Mesh_Matrix(&ent->matrix);
2945
2946         if (ent->flags & EF_ADDITIVE)
2947         {
2948                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2949                 GL_DepthMask(false);
2950         }
2951         else if (ent->alpha < 1)
2952         {
2953                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2954                 GL_DepthMask(false);
2955         }
2956         else
2957         {
2958                 GL_BlendFunc(GL_ONE, GL_ZERO);
2959                 GL_DepthMask(true);
2960         }
2961         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2962         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2963         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2964         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2965         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2966         if (r_refdef.fogenabled)
2967         {
2968                 vec3_t org;
2969                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2970                 R_Mesh_ColorPointer(color4f, 0, 0);
2971                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2972                 f1 = FogPoint_World(org);
2973                 f2 = 1 - f1;
2974                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2975                 {
2976                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2977                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2978                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2979                         c[3] *= ent->alpha;
2980                 }
2981         }
2982         else if (ent->alpha != 1)
2983         {
2984                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2985                 R_Mesh_ColorPointer(color4f, 0, 0);
2986                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2987                         c[3] *= ent->alpha;
2988         }
2989         else
2990                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2991         R_Mesh_ResetTextureState();
2992         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2993 }
2994
2995 void R_DrawNoModel(entity_render_t *ent)
2996 {
2997         vec3_t org;
2998         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2999         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3000                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3001         //else
3002         //      R_DrawNoModelCallback(ent, 0);
3003 }
3004
3005 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3006 {
3007         vec3_t right1, right2, diff, normal;
3008
3009         VectorSubtract (org2, org1, normal);
3010
3011         // calculate 'right' vector for start
3012         VectorSubtract (r_view.origin, org1, diff);
3013         CrossProduct (normal, diff, right1);
3014         VectorNormalize (right1);
3015
3016         // calculate 'right' vector for end
3017         VectorSubtract (r_view.origin, org2, diff);
3018         CrossProduct (normal, diff, right2);
3019         VectorNormalize (right2);
3020
3021         vert[ 0] = org1[0] + width * right1[0];
3022         vert[ 1] = org1[1] + width * right1[1];
3023         vert[ 2] = org1[2] + width * right1[2];
3024         vert[ 3] = org1[0] - width * right1[0];
3025         vert[ 4] = org1[1] - width * right1[1];
3026         vert[ 5] = org1[2] - width * right1[2];
3027         vert[ 6] = org2[0] - width * right2[0];
3028         vert[ 7] = org2[1] - width * right2[1];
3029         vert[ 8] = org2[2] - width * right2[2];
3030         vert[ 9] = org2[0] + width * right2[0];
3031         vert[10] = org2[1] + width * right2[1];
3032         vert[11] = org2[2] + width * right2[2];
3033 }
3034
3035 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3036
3037 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
3038 {
3039         float fog = 1.0f;
3040         float vertex3f[12];
3041
3042         if (r_refdef.fogenabled)
3043                 fog = FogPoint_World(origin);
3044
3045         R_Mesh_Matrix(&identitymatrix);
3046         GL_BlendFunc(blendfunc1, blendfunc2);
3047
3048         if(v_flipped_state)
3049         {
3050                 scalex1 = -scalex1;
3051                 scalex2 = -scalex2;
3052                 GL_CullFace(GL_BACK);
3053         }
3054         else
3055                 GL_CullFace(GL_FRONT);
3056
3057         GL_DepthMask(false);
3058         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3059         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3060         GL_DepthTest(!depthdisable);
3061
3062         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3063         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3064         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3065         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3066         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3067         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3068         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3069         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3070         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3071         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3072         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3073         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3074
3075         R_Mesh_VertexPointer(vertex3f, 0, 0);
3076         R_Mesh_ColorPointer(NULL, 0, 0);
3077         R_Mesh_ResetTextureState();
3078         R_Mesh_TexBind(0, R_GetTexture(texture));
3079         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3080         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3081         GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3082         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3083
3084         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3085         {
3086                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3087                 GL_BlendFunc(blendfunc1, GL_ONE);
3088                 fog = 1 - fog;
3089                 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
3090                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3091         }
3092 }
3093
3094 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3095 {
3096         int i;
3097         float *vertex3f;
3098         float v[3];
3099         VectorSet(v, x, y, z);
3100         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3101                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3102                         break;
3103         if (i == mesh->numvertices)
3104         {
3105                 if (mesh->numvertices < mesh->maxvertices)
3106                 {
3107                         VectorCopy(v, vertex3f);
3108                         mesh->numvertices++;
3109                 }
3110                 return mesh->numvertices;
3111         }
3112         else
3113                 return i;
3114 }
3115
3116 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3117 {
3118         int i;
3119         int *e, element[3];
3120         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3121         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3122         e = mesh->element3i + mesh->numtriangles * 3;
3123         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3124         {
3125                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3126                 if (mesh->numtriangles < mesh->maxtriangles)
3127                 {
3128                         *e++ = element[0];
3129                         *e++ = element[1];
3130                         *e++ = element[2];
3131                         mesh->numtriangles++;
3132                 }
3133                 element[1] = element[2];
3134         }
3135 }
3136
3137 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3138 {
3139         int i;
3140         int *e, element[3];
3141         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3142         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3143         e = mesh->element3i + mesh->numtriangles * 3;
3144         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3145         {
3146                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3147                 if (mesh->numtriangles < mesh->maxtriangles)
3148                 {
3149                         *e++ = element[0];
3150                         *e++ = element[1];
3151                         *e++ = element[2];
3152                         mesh->numtriangles++;
3153                 }
3154                 element[1] = element[2];
3155         }
3156 }
3157
3158 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3159 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3160 {
3161         int planenum, planenum2;
3162         int w;
3163         int tempnumpoints;
3164         mplane_t *plane, *plane2;
3165         double maxdist;
3166         double temppoints[2][256*3];
3167         // figure out how large a bounding box we need to properly compute this brush
3168         maxdist = 0;
3169         for (w = 0;w < numplanes;w++)
3170                 maxdist = max(maxdist, planes[w].dist);
3171         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3172         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3173         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3174         {
3175                 w = 0;
3176                 tempnumpoints = 4;
3177                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3178                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3179                 {
3180                         if (planenum2 == planenum)
3181                                 continue;
3182                         PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
3183                         w = !w;
3184                 }
3185                 if (tempnumpoints < 3)
3186                         continue;
3187                 // generate elements forming a triangle fan for this polygon
3188                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3189         }
3190 }
3191
3192 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3193 {
3194         int i;
3195         R_Mesh_VertexPointer(brush->points->v, 0, 0);
3196         i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3197         GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3198         GL_LockArrays(0, brush->numpoints);
3199         R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3200         GL_LockArrays(0, 0);
3201 }
3202
3203 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3204 {
3205         int i;
3206         if (!surface->num_collisiontriangles)
3207                 return;
3208         R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3209         i = (int)(((size_t)surface) / sizeof(msurface_t));
3210         GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3211         GL_LockArrays(0, surface->num_collisionvertices);
3212         R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3213         GL_LockArrays(0, 0);
3214 }
3215
3216 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
3217 {
3218         texturelayer_t *layer;
3219         layer = t->currentlayers + t->currentnumlayers++;
3220         layer->type = type;
3221         layer->depthmask = depthmask;
3222         layer->blendfunc1 = blendfunc1;
3223         layer->blendfunc2 = blendfunc2;
3224         layer->texture = texture;
3225         layer->texmatrix = *matrix;
3226         layer->color[0] = r * r_view.colorscale;
3227         layer->color[1] = g * r_view.colorscale;
3228         layer->color[2] = b * r_view.colorscale;
3229         layer->color[3] = a;
3230 }
3231
3232 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3233 {
3234         double index, f;
3235         index = parms[2] + r_refdef.time * parms[3];
3236         index -= floor(index);
3237         switch (func)
3238         {
3239         default:
3240         case Q3WAVEFUNC_NONE:
3241         case Q3WAVEFUNC_NOISE:
3242         case Q3WAVEFUNC_COUNT:
3243                 f = 0;
3244                 break;
3245         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3246         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3247         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3248         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3249         case Q3WAVEFUNC_TRIANGLE:
3250                 index *= 4;
3251                 f = index - floor(index);
3252                 if (index < 1)
3253                         f = f;
3254                 else if (index < 2)
3255                         f = 1 - f;
3256                 else if (index < 3)
3257                         f = -f;
3258                 else
3259                         f = -(1 - f);
3260                 break;
3261         }
3262         return (float)(parms[0] + parms[1] * f);
3263 }
3264
3265 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3266 {
3267         int i;
3268         model_t *model = ent->model;
3269         float f;
3270         float tcmat[12];
3271         q3shaderinfo_layer_tcmod_t *tcmod;
3272
3273         // switch to an alternate material if this is a q1bsp animated material
3274         {
3275                 texture_t *texture = t;
3276                 int s = ent->skinnum;
3277                 if ((unsigned int)s >= (unsigned int)model->numskins)
3278                         s = 0;
3279                 if (model->skinscenes)
3280                 {
3281                         if (model->skinscenes[s].framecount > 1)
3282                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3283                         else
3284                                 s = model->skinscenes[s].firstframe;
3285                 }
3286                 if (s > 0)
3287                         t = t + s * model->num_surfaces;
3288                 if (t->animated)
3289                 {
3290                         // use an alternate animation if the entity's frame is not 0,
3291                         // and only if the texture has an alternate animation
3292                         if (ent->frame2 != 0 && t->anim_total[1])
3293                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3294                         else
3295                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3296                 }
3297                 texture->currentframe = t;
3298         }
3299
3300         // update currentskinframe to be a qw skin or animation frame
3301         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3302         {
3303                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3304                 {
3305                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3306                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3307                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3308                 }
3309                 t->currentskinframe = r_qwskincache_skinframe[i];
3310                 if (t->currentskinframe == NULL)
3311                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3312         }
3313         else if (t->numskinframes >= 2)
3314                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3315         if (t->backgroundnumskinframes >= 2)
3316                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3317
3318         t->currentmaterialflags = t->basematerialflags;
3319         t->currentalpha = ent->alpha;
3320         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3321                 t->currentalpha *= r_wateralpha.value;
3322         if (!(ent->flags & RENDER_LIGHT))
3323                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3324         if (ent->effects & EF_ADDITIVE)
3325                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3326         else if (t->currentalpha < 1)
3327                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3328         if (ent->effects & EF_DOUBLESIDED)
3329                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3330         if (ent->effects & EF_NODEPTHTEST)
3331                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3332         if (ent->flags & RENDER_VIEWMODEL)
3333                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3334         if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3335                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3336
3337         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
3338         {
3339                 matrix4x4_t matrix;
3340                 switch(tcmod->tcmod)
3341                 {
3342                 case Q3TCMOD_COUNT:
3343                 case Q3TCMOD_NONE:
3344                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3345                                 matrix = r_waterscrollmatrix;
3346                         else
3347                                 matrix = identitymatrix;
3348                         break;
3349                 case Q3TCMOD_ENTITYTRANSLATE:
3350                         // this is used in Q3 to allow the gamecode to control texcoord
3351                         // scrolling on the entity, which is not supported in darkplaces yet.
3352                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
3353                         break;
3354                 case Q3TCMOD_ROTATE:
3355                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
3356                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
3357                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
3358                         break;
3359                 case Q3TCMOD_SCALE:
3360                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
3361                         break;
3362                 case Q3TCMOD_SCROLL:
3363                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
3364                         break;
3365                 case Q3TCMOD_STRETCH:
3366                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
3367                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
3368                         break;
3369                 case Q3TCMOD_TRANSFORM:
3370                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
3371                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
3372                         VectorSet(tcmat +  6, 0                   , 0                , 1);
3373                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
3374                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
3375                         break;
3376                 case Q3TCMOD_TURBULENT:
3377                         // this is handled in the RSurf_PrepareVertices function
3378                         matrix = identitymatrix;
3379                         break;
3380                 }
3381                 // either replace or concatenate the transformation
3382                 if (i < 1)
3383                         t->currenttexmatrix = matrix;
3384                 else
3385                 {
3386                         matrix4x4_t temp = t->currenttexmatrix;
3387                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
3388                 }
3389         }
3390
3391         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3392         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3393         t->glosstexture = r_texture_white;
3394         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3395         t->backgroundglosstexture = r_texture_white;
3396         t->specularpower = r_shadow_glossexponent.value;
3397         // TODO: store reference values for these in the texture?
3398         t->specularscale = 0;
3399         if (r_shadow_gloss.integer > 0)
3400         {
3401                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3402                 {
3403                         if (r_shadow_glossintensity.value > 0)
3404                         {
3405                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3406                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3407                                 t->specularscale = r_shadow_glossintensity.value;
3408                         }
3409                 }
3410                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3411                         t->specularscale = r_shadow_gloss2intensity.value;
3412         }
3413
3414         // lightmaps mode looks bad with dlights using actual texturing, so turn
3415         // off the colormap and glossmap, but leave the normalmap on as it still
3416         // accurately represents the shading involved
3417         if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
3418         {
3419                 t->basetexture = r_texture_white;
3420                 t->specularscale = 0;
3421         }
3422
3423         t->currentpolygonfactor = r_refdef.polygonfactor;
3424         t->currentpolygonoffset = r_refdef.polygonoffset;
3425         // submodels are biased to avoid z-fighting with world surfaces that they
3426         // may be exactly overlapping (avoids z-fighting artifacts on certain
3427         // doors and things in Quake maps)
3428         if (ent->model->brush.submodel)
3429         {
3430                 t->currentpolygonfactor = r_refdef.polygonfactor + r_polygonoffset_submodel_factor.value;
3431                 t->currentpolygonoffset = r_refdef.polygonoffset + r_polygonoffset_submodel_offset.value;
3432         }
3433
3434         VectorClear(t->dlightcolor);
3435         t->currentnumlayers = 0;
3436         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3437         {
3438                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3439                 {
3440                         int blendfunc1, blendfunc2, depthmask;
3441                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
3442                         {
3443                                 blendfunc1 = GL_SRC_ALPHA;
3444                                 blendfunc2 = GL_ONE;
3445                         }
3446                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3447                         {
3448                                 blendfunc1 = GL_SRC_ALPHA;
3449                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3450                         }
3451                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3452                         {
3453                                 blendfunc1 = t->customblendfunc[0];
3454                                 blendfunc2 = t->customblendfunc[1];
3455                         }
3456                         else
3457                         {
3458                                 blendfunc1 = GL_ONE;
3459                                 blendfunc2 = GL_ZERO;
3460                         }
3461                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3462                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3463                         {
3464                                 rtexture_t *currentbasetexture;
3465                                 int layerflags = 0;
3466                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3467                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3468                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3469                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3470                                 {
3471                                         // fullbright is not affected by r_refdef.lightmapintensity
3472                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3473                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3474                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
3475                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3476                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
3477                                 }
3478                                 else
3479                                 {
3480                                         float colorscale;
3481                                         // set the color tint used for lights affecting this surface
3482                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
3483                                         colorscale = 2;
3484                                         // q3bsp has no lightmap updates, so the lightstylevalue that
3485                                         // would normally be baked into the lightmap must be
3486                                         // applied to the color
3487                                         if (ent->model->type == mod_brushq3)
3488                                                 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3489                                         colorscale *= r_refdef.lightmapintensity;
3490                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
3491                                         if (r_ambient.value >= (1.0f/64.0f))
3492                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3493                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3494                                         {
3495                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
3496                                                 if (r_ambient.value >= (1.0f/64.0f))
3497                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3498                                         }
3499                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3500                                         {
3501                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3502                                                 if (r_ambient.value >= (1.0f/64.0f))
3503                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3504                                         }
3505                                 }
3506                                 if (t->currentskinframe->glow != NULL)
3507                                         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->currentalpha);
3508                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3509                                 {
3510                                         // if this is opaque use alpha blend which will darken the earlier
3511                                         // passes cheaply.
3512                                         //
3513                                         // if this is an alpha blended material, all the earlier passes
3514                                         // were darkened by fog already, so we only need to add the fog
3515                                         // color ontop through the fog mask texture
3516                                         //
3517                                         // if this is an additive blended material, all the earlier passes
3518                                         // were darkened by fog already, and we should not add fog color
3519                                         // (because the background was not darkened, there is no fog color
3520                                         // that was lost behind it).
3521                                         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.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
3522                                 }
3523                         }
3524                 }
3525         }
3526 }
3527
3528 void R_UpdateAllTextureInfo(entity_render_t *ent)
3529 {
3530         int i;
3531         if (ent->model)
3532                 for (i = 0;i < ent->model->num_texturesperskin;i++)
3533                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3534 }
3535
3536 rsurfacestate_t rsurface;
3537
3538 void R_Mesh_ResizeArrays(int newvertices)
3539 {
3540         float *base;
3541         if (rsurface.array_size >= newvertices)
3542                 return;
3543         if (rsurface.array_modelvertex3f)
3544                 Mem_Free(rsurface.array_modelvertex3f);
3545         rsurface.array_size = (newvertices + 1023) & ~1023;
3546         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
3547         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
3548         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
3549         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
3550         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
3551         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
3552         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
3553         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
3554         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
3555         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
3556         rsurface.array_color4f           = base + rsurface.array_size * 27;
3557         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
3558 }
3559
3560 void RSurf_CleanUp(void)
3561 {
3562         CHECKGLERROR
3563         if (rsurface.mode == RSURFMODE_GLSL)
3564         {
3565                 qglUseProgramObjectARB(0);CHECKGLERROR
3566         }
3567         GL_AlphaTest(false);
3568         rsurface.mode = RSURFMODE_NONE;
3569         rsurface.uselightmaptexture = false;
3570         rsurface.texture = NULL;
3571 }
3572
3573 void RSurf_ActiveWorldEntity(void)
3574 {
3575         model_t *model = r_refdef.worldmodel;
3576         RSurf_CleanUp();
3577         if (rsurface.array_size < model->surfmesh.num_vertices)
3578                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3579         rsurface.matrix = identitymatrix;
3580         rsurface.inversematrix = identitymatrix;
3581         R_Mesh_Matrix(&identitymatrix);
3582         VectorCopy(r_view.origin, rsurface.modelorg);
3583         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
3584         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
3585         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
3586         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
3587         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
3588         rsurface.frameblend[0].frame = 0;
3589         rsurface.frameblend[0].lerp = 1;
3590         rsurface.frameblend[1].frame = 0;
3591         rsurface.frameblend[1].lerp = 0;
3592         rsurface.frameblend[2].frame = 0;
3593         rsurface.frameblend[2].lerp = 0;
3594         rsurface.frameblend[3].frame = 0;
3595         rsurface.frameblend[3].lerp = 0;
3596         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
3597         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3598         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3599         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3600         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3601         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3602         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3603         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3604         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3605         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
3606         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3607         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3608         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
3609         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3610         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3611         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
3612         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3613         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3614         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
3615         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3616         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3617         rsurface.modelelement3i = model->surfmesh.data_element3i;
3618         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3619         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3620         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3621         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3622         rsurface.modelsurfaces = model->data_surfaces;
3623         rsurface.generatedvertex = false;
3624         rsurface.vertex3f  = rsurface.modelvertex3f;
3625         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3626         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3627         rsurface.svector3f = rsurface.modelsvector3f;
3628         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3629         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3630         rsurface.tvector3f = rsurface.modeltvector3f;
3631         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3632         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3633         rsurface.normal3f  = rsurface.modelnormal3f;
3634         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3635         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3636         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3637 }
3638
3639 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3640 {
3641         model_t *model = ent->model;
3642         RSurf_CleanUp();
3643         if (rsurface.array_size < model->surfmesh.num_vertices)
3644                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3645         rsurface.matrix = ent->matrix;
3646         rsurface.inversematrix = ent->inversematrix;
3647         R_Mesh_Matrix(&rsurface.matrix);
3648         Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
3649         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
3650         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
3651         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
3652         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
3653         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
3654         rsurface.frameblend[0] = ent->frameblend[0];
3655         rsurface.frameblend[1] = ent->frameblend[1];
3656         rsurface.frameblend[2] = ent->frameblend[2];
3657         rsurface.frameblend[3] = ent->frameblend[3];
3658         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
3659         {
3660                 if (wanttangents)
3661                 {
3662                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3663                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3664                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3665                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3666                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
3667                 }
3668                 else if (wantnormals)
3669                 {
3670                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3671                         rsurface.modelsvector3f = NULL;
3672                         rsurface.modeltvector3f = NULL;
3673                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3674                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
3675                 }
3676                 else
3677                 {
3678                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3679                         rsurface.modelsvector3f = NULL;
3680                         rsurface.modeltvector3f = NULL;
3681                         rsurface.modelnormal3f = NULL;
3682                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
3683                 }
3684                 rsurface.modelvertex3f_bufferobject = 0;
3685                 rsurface.modelvertex3f_bufferoffset = 0;
3686                 rsurface.modelsvector3f_bufferobject = 0;
3687                 rsurface.modelsvector3f_bufferoffset = 0;
3688                 rsurface.modeltvector3f_bufferobject = 0;
3689                 rsurface.modeltvector3f_bufferoffset = 0;
3690                 rsurface.modelnormal3f_bufferobject = 0;
3691                 rsurface.modelnormal3f_bufferoffset = 0;
3692                 rsurface.generatedvertex = true;
3693         }
3694         else
3695         {
3696                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
3697                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3698                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3699                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3700                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3701                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3702                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3703                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3704                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3705                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
3706                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3707                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3708                 rsurface.generatedvertex = false;
3709         }
3710         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
3711         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3712         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3713         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
3714         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3715         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3716         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
3717         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3718         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3719         rsurface.modelelement3i = model->surfmesh.data_element3i;
3720         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3721         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3722         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3723         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3724         rsurface.modelsurfaces = model->data_surfaces;
3725         rsurface.vertex3f  = rsurface.modelvertex3f;
3726         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3727         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3728         rsurface.svector3f = rsurface.modelsvector3f;
3729         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3730         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3731         rsurface.tvector3f = rsurface.modeltvector3f;
3732         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3733         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3734         rsurface.normal3f  = rsurface.modelnormal3f;
3735         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3736         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3737         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3738 }
3739
3740 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
3741 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3742 {
3743         int deformindex;
3744         int texturesurfaceindex;
3745         int i, j;
3746         float amplitude;
3747         float animpos;
3748         float scale;
3749         const float *v1, *in_tc;
3750         float *out_tc;
3751         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
3752         float waveparms[4];
3753         q3shaderinfo_deform_t *deform;
3754         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
3755         if (rsurface.generatedvertex)
3756         {
3757                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
3758                         generatenormals = true;
3759                 for (i = 0;i < Q3MAXDEFORMS;i++)
3760                 {
3761                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
3762                         {
3763                                 generatetangents = true;
3764                                 generatenormals = true;
3765                         }
3766                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
3767                                 generatenormals = true;
3768                 }
3769                 if (generatenormals && !rsurface.modelnormal3f)
3770                 {
3771                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3772                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
3773                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
3774                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3775                 }
3776                 if (generatetangents && !rsurface.modelsvector3f)
3777                 {
3778                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3779                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
3780                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
3781                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3782                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
3783                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
3784                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
3785                 }
3786         }
3787         rsurface.vertex3f  = rsurface.modelvertex3f;
3788         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3789         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3790         rsurface.svector3f = rsurface.modelsvector3f;
3791         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3792         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3793         rsurface.tvector3f = rsurface.modeltvector3f;
3794         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3795         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3796         rsurface.normal3f  = rsurface.modelnormal3f;
3797         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3798         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3799         // if vertices are deformed (sprite flares and things in maps, possibly
3800         // water waves, bulges and other deformations), generate them into
3801         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
3802         // (may be static model data or generated data for an animated model, or
3803         //  the previous deform pass)
3804         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
3805         {
3806                 switch (deform->deform)
3807                 {
3808                 default:
3809                 case Q3DEFORM_PROJECTIONSHADOW:
3810                 case Q3DEFORM_TEXT0:
3811                 case Q3DEFORM_TEXT1:
3812                 case Q3DEFORM_TEXT2:
3813                 case Q3DEFORM_TEXT3:
3814                 case Q3DEFORM_TEXT4:
3815                 case Q3DEFORM_TEXT5:
3816                 case Q3DEFORM_TEXT6:
3817                 case Q3DEFORM_TEXT7:
3818                 case Q3DEFORM_NONE:
3819                         break;
3820                 case Q3DEFORM_AUTOSPRITE:
3821                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3822                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3823                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3824                         VectorNormalize(newforward);
3825                         VectorNormalize(newright);
3826                         VectorNormalize(newup);
3827                         // make deformed versions of only the model vertices used by the specified surfaces
3828                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3829                         {
3830                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3831                                 // a single autosprite surface can contain multiple sprites...
3832                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
3833                                 {
3834                                         VectorClear(center);
3835                                         for (i = 0;i < 4;i++)
3836                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3837                                         VectorScale(center, 0.25f, center);
3838                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
3839                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
3840                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
3841                                         for (i = 0;i < 4;i++)
3842                                         {
3843                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
3844                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3845                                         }
3846                                 }
3847                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
3848                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
3849                         }
3850                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
3851                         rsurface.vertex3f_bufferobject = 0;
3852                         rsurface.vertex3f_bufferoffset = 0;
3853                         rsurface.svector3f = rsurface.array_deformedsvector3f;
3854                         rsurface.svector3f_bufferobject = 0;
3855                         rsurface.svector3f_bufferoffset = 0;
3856                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
3857                         rsurface.tvector3f_bufferobject = 0;
3858                         rsurface.tvector3f_bufferoffset = 0;
3859                         rsurface.normal3f = rsurface.array_deformednormal3f;
3860                         rsurface.normal3f_bufferobject = 0;
3861                         rsurface.normal3f_bufferoffset = 0;
3862                         break;
3863                 case Q3DEFORM_AUTOSPRITE2:
3864                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3865                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3866                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3867                         VectorNormalize(newforward);
3868                         VectorNormalize(newright);
3869                         VectorNormalize(newup);
3870                         // make deformed versions of only the model vertices used by the specified surfaces
3871                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3872                         {
3873                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3874                                 const float *v1, *v2;
3875                                 vec3_t start, end;
3876                                 float f, l;
3877                                 struct
3878                                 {
3879                                         float length2;
3880                                         const float *v1;
3881                                         const float *v2;
3882                                 }
3883                                 shortest[2];
3884                                 memset(shortest, 0, sizeof(shortest));
3885                                 // a single autosprite surface can contain multiple sprites...
3886                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
3887                                 {
3888                                         VectorClear(center);
3889                                         for (i = 0;i < 4;i++)
3890                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3891                                         VectorScale(center, 0.25f, center);
3892                                         // find the two shortest edges, then use them to define the
3893                                         // axis vectors for rotating around the central axis
3894                                         for (i = 0;i < 6;i++)
3895                                         {
3896                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
3897                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
3898 #if 0
3899                                                 Debug_PolygonBegin(NULL, 0, false, 0);
3900                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
3901                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
3902                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
3903                                                 Debug_PolygonEnd();
3904 #endif
3905                                                 l = VectorDistance2(v1, v2);
3906                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
3907                                                 if (v1[2] != v2[2])
3908                                                         l += (1.0f / 1024.0f);
3909                                                 if (shortest[0].length2 > l || i == 0)
3910                                                 {
3911                                                         shortest[1] = shortest[0];
3912                                                         shortest[0].length2 = l;
3913                                                         shortest[0].v1 = v1;
3914                                                         shortest[0].v2 = v2;
3915                                                 }
3916                                                 else if (shortest[1].length2 > l || i == 1)
3917                                                 {
3918                                                         shortest[1].length2 = l;
3919                                                         shortest[1].v1 = v1;
3920                                                         shortest[1].v2 = v2;
3921                                                 }
3922                                         }
3923                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
3924                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
3925 #if 0
3926                                         Debug_PolygonBegin(NULL, 0, false, 0);
3927                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
3928                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
3929                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
3930                                         Debug_PolygonEnd();
3931 #endif
3932                                         // this calculates the right vector from the shortest edge
3933                                         // and the up vector from the edge midpoints
3934                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
3935                                         VectorNormalize(right);
3936                                         VectorSubtract(end, start, up);
3937                                         VectorNormalize(up);
3938                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
3939                                         //VectorSubtract(rsurface.modelorg, center, forward);
3940                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
3941                                         VectorNegate(forward, forward);
3942                                         VectorReflect(forward, 0, up, forward);
3943                                         VectorNormalize(forward);
3944                                         CrossProduct(up, forward, newright);
3945                                         VectorNormalize(newright);
3946 #if 0
3947                                         Debug_PolygonBegin(NULL, 0, false, 0);
3948                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
3949                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
3950                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
3951                                         Debug_PolygonEnd();
3952 #endif
3953 #if 0
3954                                         Debug_PolygonBegin(NULL, 0, false, 0);
3955                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
3956                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
3957                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
3958                                         Debug_PolygonEnd();
3959 #endif
3960                                         // rotate the quad around the up axis vector, this is made
3961                                         // especially easy by the fact we know the quad is flat,
3962                                         // so we only have to subtract the center position and
3963                                         // measure distance along the right vector, and then
3964                                         // multiply that by the newright vector and add back the
3965                                         // center position
3966                                         // we also need to subtract the old position to undo the
3967                                         // displacement from the center, which we do with a
3968                                         // DotProduct, the subtraction/addition of center is also
3969                                         // optimized into DotProducts here
3970                                         l = DotProduct(right, center);
3971                                         for (i = 0;i < 4;i++)
3972                                         {
3973                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
3974                                                 f = DotProduct(right, v1) - l;
3975                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3976                                         }
3977                                 }
3978                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
3979                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
3980                         }
3981                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
3982                         rsurface.vertex3f_bufferobject = 0;
3983                         rsurface.vertex3f_bufferoffset = 0;
3984                         rsurface.svector3f = rsurface.array_deformedsvector3f;
3985                         rsurface.svector3f_bufferobject = 0;
3986                         rsurface.svector3f_bufferoffset = 0;
3987                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
3988                         rsurface.tvector3f_bufferobject = 0;
3989                         rsurface.tvector3f_bufferoffset = 0;
3990                         rsurface.normal3f = rsurface.array_deformednormal3f;
3991                         rsurface.normal3f_bufferobject = 0;
3992                         rsurface.normal3f_bufferoffset = 0;
3993                         break;
3994                 case Q3DEFORM_NORMAL:
3995                         // deform the normals to make reflections wavey
3996                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3997                         {
3998                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3999                                 for (j = 0;j < surface->num_vertices;j++)
4000                                 {
4001                                         float vertex[3];
4002                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
4003                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4004                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
4005                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4006                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4007                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4008                                         VectorNormalize(normal);
4009                                 }
4010                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4011                         }
4012                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4013                         rsurface.svector3f_bufferobject = 0;
4014                         rsurface.svector3f_bufferoffset = 0;
4015                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4016                         rsurface.tvector3f_bufferobject = 0;
4017                         rsurface.tvector3f_bufferoffset = 0;
4018                         rsurface.normal3f = rsurface.array_deformednormal3f;
4019                         rsurface.normal3f_bufferobject = 0;
4020                         rsurface.normal3f_bufferoffset = 0;
4021                         break;
4022                 case Q3DEFORM_WAVE:
4023                         // deform vertex array to make wavey water and flags and such
4024                         waveparms[0] = deform->waveparms[0];
4025                         waveparms[1] = deform->waveparms[1];
4026                         waveparms[2] = deform->waveparms[2];
4027                         waveparms[3] = deform->waveparms[3];
4028                         // this is how a divisor of vertex influence on deformation
4029                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4030                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4031                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4032                         {
4033                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4034                                 for (j = 0;j < surface->num_vertices;j++)
4035                                 {
4036                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
4037                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4038                                         // if the wavefunc depends on time, evaluate it per-vertex
4039                                         if (waveparms[3])
4040                                         {
4041                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4042                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4043                                         }
4044                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4045                                 }
4046                         }
4047                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4048                         rsurface.vertex3f_bufferobject = 0;
4049                         rsurface.vertex3f_bufferoffset = 0;
4050                         break;
4051                 case Q3DEFORM_BULGE:
4052                         // deform vertex array to make the surface have moving bulges
4053                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4054                         {
4055                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4056                                 for (j = 0;j < surface->num_vertices;j++)
4057                                 {
4058                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4059                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4060                                 }
4061                         }
4062                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4063                         rsurface.vertex3f_bufferobject = 0;
4064                         rsurface.vertex3f_bufferoffset = 0;
4065                         break;
4066                 case Q3DEFORM_MOVE:
4067                         // deform vertex array
4068                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4069                         VectorScale(deform->parms, scale, waveparms);
4070                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4071                         {
4072                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4073                                 for (j = 0;j < surface->num_vertices;j++)
4074                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4075                         }
4076                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4077                         rsurface.vertex3f_bufferobject = 0;
4078                         rsurface.vertex3f_bufferoffset = 0;
4079                         break;
4080                 }
4081         }
4082         // generate texcoords based on the chosen texcoord source
4083         switch(rsurface.texture->tcgen.tcgen)
4084         {
4085         default:
4086         case Q3TCGEN_TEXTURE:
4087                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
4088                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
4089                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
4090                 break;
4091         case Q3TCGEN_LIGHTMAP:
4092                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
4093                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
4094                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
4095                 break;
4096         case Q3TCGEN_VECTOR:
4097                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4098                 {
4099                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4100                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
4101                         {
4102                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4103                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4104                         }
4105                 }
4106                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4107                 rsurface.texcoordtexture2f_bufferobject  = 0;
4108                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4109                 break;
4110         case Q3TCGEN_ENVIRONMENT:
4111                 // make environment reflections using a spheremap
4112                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4113                 {
4114                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4115                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4116                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4117                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4118                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4119                         {
4120                                 float l, d, eyedir[3];
4121                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4122                                 l = 0.5f / VectorLength(eyedir);
4123                                 d = DotProduct(normal, eyedir)*2;
4124                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4125                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4126                         }
4127                 }
4128                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4129                 rsurface.texcoordtexture2f_bufferobject  = 0;
4130                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4131                 break;
4132         }
4133         // the only tcmod that needs software vertex processing is turbulent, so
4134         // check for it here and apply the changes if needed
4135         // and we only support that as the first one
4136         // (handling a mixture of turbulent and other tcmods would be problematic
4137         //  without punting it entirely to a software path)
4138         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4139         {
4140                 amplitude = rsurface.texture->tcmods[0].parms[1];
4141                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4142                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4143                 {
4144                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4145                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
4146                         {
4147                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4148                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4149                         }
4150                 }
4151                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4152                 rsurface.texcoordtexture2f_bufferobject  = 0;
4153                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4154         }
4155         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
4156         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4157         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4158         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4159 }
4160
4161 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4162 {
4163         int i, j;
4164         const msurface_t *surface = texturesurfacelist[0];
4165         const msurface_t *surface2;
4166         int firstvertex;
4167         int endvertex;
4168         int numvertices;
4169         int numtriangles;
4170         // TODO: lock all array ranges before render, rather than on each surface
4171         if (texturenumsurfaces == 1)
4172         {
4173                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4174                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4175         }
4176         else if (r_batchmode.integer == 2)
4177         {
4178                 #define MAXBATCHTRIANGLES 4096
4179                 int batchtriangles = 0;
4180                 int batchelements[MAXBATCHTRIANGLES*3];
4181                 for (i = 0;i < texturenumsurfaces;i = j)
4182                 {
4183                         surface = texturesurfacelist[i];
4184                         j = i + 1;
4185                         if (surface->num_triangles > MAXBATCHTRIANGLES)
4186                         {
4187                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4188                                 continue;
4189                         }
4190                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4191                         batchtriangles = surface->num_triangles;
4192                         firstvertex = surface->num_firstvertex;
4193                         endvertex = surface->num_firstvertex + surface->num_vertices;
4194                         for (;j < texturenumsurfaces;j++)
4195                         {
4196                                 surface2 = texturesurfacelist[j];
4197                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4198                                         break;
4199                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4200                                 batchtriangles += surface2->num_triangles;
4201                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
4202                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4203                         }
4204                         surface2 = texturesurfacelist[j-1];
4205                         numvertices = endvertex - firstvertex;
4206                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4207                 }
4208         }
4209         else if (r_batchmode.integer == 1)
4210         {
4211                 for (i = 0;i < texturenumsurfaces;i = j)
4212                 {
4213                         surface = texturesurfacelist[i];
4214                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4215                                 if (texturesurfacelist[j] != surface2)
4216                                         break;
4217                         surface2 = texturesurfacelist[j-1];
4218                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4219                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4220                         GL_LockArrays(surface->num_firstvertex, numvertices);
4221                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4222                 }
4223         }
4224         else
4225         {
4226                 for (i = 0;i < texturenumsurfaces;i++)
4227                 {
4228                         surface = texturesurfacelist[i];
4229                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4230                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4231                 }
4232         }
4233 }
4234
4235 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
4236 {
4237         int i;
4238         int j;
4239         const msurface_t *surface = texturesurfacelist[0];
4240         const msurface_t *surface2;
4241         int firstvertex;
4242         int endvertex;
4243         int numvertices;
4244         int numtriangles;
4245         // TODO: lock all array ranges before render, rather than on each surface
4246         if (texturenumsurfaces == 1)
4247         {
4248                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4249                 if (deluxemaptexunit >= 0)
4250                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4251                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4252                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4253         }
4254         else if (r_batchmode.integer == 2)
4255         {
4256                 #define MAXBATCHTRIANGLES 4096
4257                 int batchtriangles = 0;
4258                 int batchelements[MAXBATCHTRIANGLES*3];
4259                 for (i = 0;i < texturenumsurfaces;i = j)
4260                 {
4261                         surface = texturesurfacelist[i];
4262                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4263                         if (deluxemaptexunit >= 0)
4264                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4265                         j = i + 1;
4266                         if (surface->num_triangles > MAXBATCHTRIANGLES)
4267                         {
4268                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4269                                 continue;
4270                         }
4271                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4272                         batchtriangles = surface->num_triangles;
4273                         firstvertex = surface->num_firstvertex;
4274                         endvertex = surface->num_firstvertex + surface->num_vertices;
4275                         for (;j < texturenumsurfaces;j++)
4276                         {
4277                                 surface2 = texturesurfacelist[j];
4278                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4279                                         break;
4280                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4281                                 batchtriangles += surface2->num_triangles;
4282                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
4283                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4284                         }
4285                         surface2 = texturesurfacelist[j-1];
4286                         numvertices = endvertex - firstvertex;
4287                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4288                 }
4289         }
4290         else if (r_batchmode.integer == 1)
4291         {
4292 #if 0
4293                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
4294                 for (i = 0;i < texturenumsurfaces;i = j)
4295                 {
4296                         surface = texturesurfacelist[i];
4297                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4298                                 if (texturesurfacelist[j] != surface2)
4299                                         break;
4300                         Con_Printf(" %i", j - i);
4301                 }
4302                 Con_Printf("\n");
4303                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
4304 #endif
4305                 for (i = 0;i < texturenumsurfaces;i = j)
4306                 {
4307                         surface = texturesurfacelist[i];
4308                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4309                         if (deluxemaptexunit >= 0)
4310                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4311                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4312                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
4313                                         break;
4314 #if 0
4315                         Con_Printf(" %i", j - i);
4316 #endif
4317                         surface2 = texturesurfacelist[j-1];
4318                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4319                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4320                         GL_LockArrays(surface->num_firstvertex, numvertices);
4321                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4322                 }
4323 #if 0
4324                 Con_Printf("\n");
4325 #endif
4326         }
4327         else
4328         {
4329                 for (i = 0;i < texturenumsurfaces;i++)
4330                 {
4331                         surface = texturesurfacelist[i];
4332                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4333                         if (deluxemaptexunit >= 0)
4334                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4335                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4336                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4337                 }
4338         }
4339 }
4340
4341 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4342 {
4343         int j;
4344         int texturesurfaceindex;
4345         if (r_showsurfaces.integer == 2)
4346         {
4347                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4348                 {
4349                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4350                         for (j = 0;j < surface->num_triangles;j++)
4351                         {
4352                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
4353                                 GL_Color(f, f, f, 1);
4354                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
4355                         }
4356                 }
4357         }
4358         else
4359         {
4360                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4361                 {
4362                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4363                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
4364                         GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
4365                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4366                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4367                 }
4368         }
4369 }
4370
4371 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
4372 {
4373         int texturesurfaceindex;
4374         int i;
4375         float f;
4376         float *v, *c, *c2;
4377         if (rsurface.lightmapcolor4f)
4378         {
4379                 // generate color arrays for the surfaces in this list
4380                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4381                 {
4382                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4383                         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)
4384                         {
4385                                 f = FogPoint_Model(v);
4386                                 c2[0] = c[0] * f;
4387                                 c2[1] = c[1] * f;
4388                                 c2[2] = c[2] * f;
4389                                 c2[3] = c[3];
4390                         }
4391                 }
4392         }
4393         else
4394         {
4395                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4396                 {
4397                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4398                         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)
4399                         {
4400                                 f = FogPoint_Model(v);
4401                                 c2[0] = f;
4402                                 c2[1] = f;
4403                                 c2[2] = f;
4404                                 c2[3] = 1;
4405                         }
4406                 }
4407         }
4408         rsurface.lightmapcolor4f = rsurface.array_color4f;
4409         rsurface.lightmapcolor4f_bufferobject = 0;
4410         rsurface.lightmapcolor4f_bufferoffset = 0;
4411 }
4412
4413 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
4414 {
4415         int texturesurfaceindex;
4416         int i;
4417         float *c, *c2;
4418         if (!rsurface.lightmapcolor4f)
4419                 return;
4420         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4421         {
4422                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4423                 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)
4424                 {
4425                         c2[0] = c[0] * r;
4426                         c2[1] = c[1] * g;
4427                         c2[2] = c[2] * b;
4428                         c2[3] = c[3] * a;
4429                 }
4430         }
4431         rsurface.lightmapcolor4f = rsurface.array_color4f;
4432         rsurface.lightmapcolor4f_bufferobject = 0;
4433         rsurface.lightmapcolor4f_bufferoffset = 0;
4434 }
4435
4436 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4437 {
4438         // TODO: optimize
4439         rsurface.lightmapcolor4f = NULL;
4440         rsurface.lightmapcolor4f_bufferobject = 0;
4441         rsurface.lightmapcolor4f_bufferoffset = 0;
4442         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4443         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4444         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4445         GL_Color(r, g, b, a);
4446         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
4447 }
4448
4449 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4450 {
4451         // TODO: optimize applyfog && applycolor case
4452         // just apply fog if necessary, and tint the fog color array if necessary
4453         rsurface.lightmapcolor4f = NULL;
4454         rsurface.lightmapcolor4f_bufferobject = 0;
4455         rsurface.lightmapcolor4f_bufferoffset = 0;
4456         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4457         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4458         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4459         GL_Color(r, g, b, a);
4460         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4461 }
4462
4463 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4464 {
4465         int texturesurfaceindex;
4466         int i;
4467         float *c;
4468         // TODO: optimize
4469         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
4470         {
4471                 // generate color arrays for the surfaces in this list
4472                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4473                 {
4474                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4475                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
4476                         {
4477                                 if (surface->lightmapinfo->samples)
4478                                 {
4479                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
4480                                         float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
4481                                         VectorScale(lm, scale, c);
4482                                         if (surface->lightmapinfo->styles[1] != 255)
4483                                         {
4484                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
4485                                                 lm += size3;
4486                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
4487                                                 VectorMA(c, scale, lm, c);
4488                                                 if (surface->lightmapinfo->styles[2] != 255)
4489                                                 {
4490                                                         lm += size3;
4491                                                         scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
4492                                                         VectorMA(c, scale, lm, c);
4493                                                         if (surface->lightmapinfo->styles[3] != 255)
4494                                                         {
4495                                                                 lm += size3;
4496                                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
4497                                                                 VectorMA(c, scale, lm, c);
4498                                                         }
4499                                                 }
4500                                         }
4501                                 }
4502                                 else
4503                                         VectorClear(c);
4504                                 c[3] = 1;
4505                         }
4506                 }
4507                 rsurface.lightmapcolor4f = rsurface.array_color4f;
4508                 rsurface.lightmapcolor4f_bufferobject = 0;
4509                 rsurface.lightmapcolor4f_bufferoffset = 0;
4510         }
4511         else
4512         {
4513                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
4514                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
4515                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
4516         }
4517         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4518         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4519         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4520         GL_Color(r, g, b, a);
4521         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4522 }
4523
4524 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4525 {
4526         int texturesurfaceindex;
4527         int i;
4528         float f;
4529         float *v, *c, *c2;
4530         vec3_t ambientcolor;
4531         vec3_t diffusecolor;
4532         vec3_t lightdir;
4533         // TODO: optimize
4534         // model lighting
4535         VectorCopy(rsurface.modellight_lightdir, lightdir);
4536         ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
4537         ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
4538         ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
4539         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
4540         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
4541         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
4542         if (VectorLength2(diffusecolor) > 0)
4543         {
4544                 // generate color arrays for the surfaces in this list
4545                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4546                 {
4547                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4548                         int numverts = surface->num_vertices;
4549                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
4550                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
4551                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
4552                         // q3-style directional shading
4553                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
4554                         {
4555                                 if ((f = DotProduct(c2, lightdir)) > 0)
4556                                         VectorMA(ambientcolor, f, diffusecolor, c);
4557                                 else
4558                                         VectorCopy(ambientcolor, c);
4559                                 c[3] = a;
4560                         }
4561                 }
4562                 r = 1;
4563                 g = 1;
4564                 b = 1;
4565                 a = 1;
4566                 applycolor = false;
4567                 rsurface.lightmapcolor4f = rsurface.array_color4f;
4568                 rsurface.lightmapcolor4f_bufferobject = 0;
4569                 rsurface.lightmapcolor4f_bufferoffset = 0;
4570         }
4571         else
4572         {
4573                 r = ambientcolor[0];
4574                 g = ambientcolor[1];
4575                 b = ambientcolor[2];
4576                 rsurface.lightmapcolor4f = NULL;
4577                 rsurface.lightmapcolor4f_bufferobject = 0;
4578                 rsurface.lightmapcolor4f_bufferoffset = 0;
4579         }
4580         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4581         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4582         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4583         GL_Color(r, g, b, a);
4584         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4585 }
4586
4587 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4588 {
4589         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4590         GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4591         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4592         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4593         if (rsurface.mode != RSURFMODE_SHOWSURFACES)
4594         {
4595                 rsurface.mode = RSURFMODE_SHOWSURFACES;
4596                 GL_DepthMask(true);
4597                 GL_BlendFunc(GL_ONE, GL_ZERO);
4598                 R_Mesh_ColorPointer(NULL, 0, 0);
4599                 R_Mesh_ResetTextureState();
4600         }
4601         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4602         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4603 }
4604
4605 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
4606 {
4607         // transparent sky would be ridiculous
4608         if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4609                 return;
4610         if (rsurface.mode != RSURFMODE_SKY)
4611         {
4612                 if (rsurface.mode == RSURFMODE_GLSL)
4613                 {
4614                         qglUseProgramObjectARB(0);CHECKGLERROR
4615                 }
4616                 rsurface.mode = RSURFMODE_SKY;
4617         }
4618         if (skyrendernow)
4619         {
4620                 skyrendernow = false;
4621                 R_Sky();
4622                 // restore entity matrix
4623                 R_Mesh_Matrix(&rsurface.matrix);
4624         }
4625         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4626         GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4627         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4628         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4629         GL_DepthMask(true);
4630         // LordHavoc: HalfLife maps have freaky skypolys so don't use
4631         // skymasking on them, and Quake3 never did sky masking (unlike
4632         // software Quake and software Quake2), so disable the sky masking
4633         // in Quake3 maps as it causes problems with q3map2 sky tricks,
4634         // and skymasking also looks very bad when noclipping outside the
4635         // level, so don't use it then either.
4636         if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
4637         {
4638                 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
4639                 R_Mesh_ColorPointer(NULL, 0, 0);
4640                 R_Mesh_ResetTextureState();
4641                 if (skyrendermasked)
4642                 {
4643                         // depth-only (masking)
4644                         GL_ColorMask(0,0,0,0);
4645                         // just to make sure that braindead drivers don't draw
4646                         // anything despite that colormask...
4647                         GL_BlendFunc(GL_ZERO, GL_ONE);
4648                 }
4649                 else
4650                 {
4651                         // fog sky
4652                         GL_BlendFunc(GL_ONE, GL_ZERO);
4653                 }
4654                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4655                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4656                 if (skyrendermasked)
4657                         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4658         }
4659 }
4660
4661 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
4662 {
4663         if (rsurface.mode != RSURFMODE_GLSL)
4664         {
4665                 rsurface.mode = RSURFMODE_GLSL;
4666                 R_Mesh_ResetTextureState();
4667         }
4668
4669         R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
4670         if (!r_glsl_permutation)
4671                 return;
4672
4673         if (rsurface.lightmode == 2)
4674                 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4675         else
4676                 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4677         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4678         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4679         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4680         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4681         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4682
4683         GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
4684         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4685         {
4686                 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
4687                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4688                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4689                 R_Mesh_ColorPointer(NULL, 0, 0);
4690         }
4691         else if (rsurface.uselightmaptexture)
4692         {
4693                 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
4694                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4695                         R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
4696                 R_Mesh_ColorPointer(NULL, 0, 0);
4697         }
4698         else
4699         {
4700                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4701                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4702                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4703                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4704         }
4705
4706         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4707                 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
4708         else
4709                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4710         if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4711         {
4712         }
4713 }
4714
4715 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4716 {
4717         // OpenGL 1.3 path - anything not completely ancient
4718         int texturesurfaceindex;
4719         qboolean applycolor;
4720         qboolean applyfog;
4721         rmeshstate_t m;
4722         int layerindex;
4723         const texturelayer_t *layer;
4724         if (rsurface.mode != RSURFMODE_MULTIPASS)
4725                 rsurface.mode = RSURFMODE_MULTIPASS;
4726         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4727         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4728         {
4729                 vec4_t layercolor;
4730                 int layertexrgbscale;
4731                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4732                 {
4733                         if (layerindex == 0)
4734                                 GL_AlphaTest(true);
4735                         else
4736                         {
4737                                 GL_AlphaTest(false);
4738                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4739                         }
4740                 }
4741                 GL_DepthMask(layer->depthmask);
4742                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4743                 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4744                 {
4745                         layertexrgbscale = 4;
4746                         VectorScale(layer->color, 0.25f, layercolor);
4747                 }
4748                 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4749                 {
4750                         layertexrgbscale = 2;
4751                         VectorScale(layer->color, 0.5f, layercolor);
4752                 }
4753                 else
4754                 {
4755                         layertexrgbscale = 1;
4756                         VectorScale(layer->color, 1.0f, layercolor);
4757                 }
4758                 layercolor[3] = layer->color[3];
4759                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4760                 R_Mesh_ColorPointer(NULL, 0, 0);
4761                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4762                 switch (layer->type)
4763                 {
4764                 case TEXTURELAYERTYPE_LITTEXTURE:
4765                         memset(&m, 0, sizeof(m));
4766                         m.tex[0] = R_GetTexture(r_texture_white);
4767                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4768                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4769                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4770                         m.tex[1] = R_GetTexture(layer->texture);
4771                         m.texmatrix[1] = layer->texmatrix;
4772                         m.texrgbscale[1] = layertexrgbscale;
4773                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
4774                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
4775                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
4776                         R_Mesh_TextureState(&m);
4777                         if (rsurface.lightmode == 2)
4778                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4779                         else if (rsurface.uselightmaptexture)
4780                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4781                         else
4782                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4783                         break;
4784                 case TEXTURELAYERTYPE_TEXTURE:
4785                         memset(&m, 0, sizeof(m));
4786                         m.tex[0] = R_GetTexture(layer->texture);
4787                         m.texmatrix[0] = layer->texmatrix;
4788                         m.texrgbscale[0] = layertexrgbscale;
4789                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4790                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4791                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4792                         R_Mesh_TextureState(&m);
4793                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4794                         break;
4795                 case TEXTURELAYERTYPE_FOG:
4796                         memset(&m, 0, sizeof(m));
4797                         m.texrgbscale[0] = layertexrgbscale;
4798                         if (layer->texture)
4799                         {
4800                                 m.tex[0] = R_GetTexture(layer->texture);
4801                                 m.texmatrix[0] = layer->texmatrix;
4802                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4803                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4804                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4805                         }
4806                         R_Mesh_TextureState(&m);
4807                         // generate a color array for the fog pass
4808                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4809                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4810                         {
4811                                 int i;
4812                                 float f, *v, *c;
4813                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4814                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
4815                                 {
4816                                         f = 1 - FogPoint_Model(v);
4817                                         c[0] = layercolor[0];
4818                                         c[1] = layercolor[1];
4819                                         c[2] = layercolor[2];
4820                                         c[3] = f * layercolor[3];
4821                                 }
4822                         }
4823                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4824                         break;
4825                 default:
4826                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4827                 }
4828                 GL_LockArrays(0, 0);
4829         }
4830         CHECKGLERROR
4831         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4832         {
4833                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4834                 GL_AlphaTest(false);
4835         }
4836 }
4837
4838 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4839 {
4840         // OpenGL 1.1 - crusty old voodoo path
4841         int texturesurfaceindex;
4842         qboolean applyfog;
4843         rmeshstate_t m;
4844         int layerindex;
4845         const texturelayer_t *layer;
4846         if (rsurface.mode != RSURFMODE_MULTIPASS)
4847                 rsurface.mode = RSURFMODE_MULTIPASS;
4848         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4849         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4850         {
4851                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4852                 {
4853                         if (layerindex == 0)
4854                                 GL_AlphaTest(true);
4855                         else
4856                         {
4857                                 GL_AlphaTest(false);
4858                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4859                         }
4860                 }
4861                 GL_DepthMask(layer->depthmask);
4862                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4863                 R_Mesh_ColorPointer(NULL, 0, 0);
4864                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4865                 switch (layer->type)
4866                 {
4867                 case TEXTURELAYERTYPE_LITTEXTURE:
4868                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4869                         {
4870                                 // two-pass lit texture with 2x rgbscale
4871                                 // first the lightmap pass
4872                                 memset(&m, 0, sizeof(m));
4873                                 m.tex[0] = R_GetTexture(r_texture_white);
4874                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4875                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4876                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4877                                 R_Mesh_TextureState(&m);
4878                                 if (rsurface.lightmode == 2)
4879                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4880                                 else if (rsurface.uselightmaptexture)
4881                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4882                                 else
4883                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4884                                 GL_LockArrays(0, 0);
4885                                 // then apply the texture to it
4886                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4887                                 memset(&m, 0, sizeof(m));
4888                                 m.tex[0] = R_GetTexture(layer->texture);
4889                                 m.texmatrix[0] = layer->texmatrix;
4890                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4891                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4892                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4893                                 R_Mesh_TextureState(&m);
4894                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
4895                         }
4896                         else
4897                         {
4898                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4899                                 memset(&m, 0, sizeof(m));
4900                                 m.tex[0] = R_GetTexture(layer->texture);
4901                                 m.texmatrix[0] = layer->texmatrix;
4902                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4903                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4904                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4905                                 R_Mesh_TextureState(&m);
4906                                 if (rsurface.lightmode == 2)
4907                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
4908                                 else
4909                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
4910                         }
4911                         break;
4912                 case TEXTURELAYERTYPE_TEXTURE:
4913                         // singletexture unlit texture with transparency support
4914                         memset(&m, 0, sizeof(m));
4915                         m.tex[0] = R_GetTexture(layer->texture);
4916                         m.texmatrix[0] = layer->texmatrix;
4917                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4918                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4919                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4920                         R_Mesh_TextureState(&m);
4921                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
4922                         break;
4923                 case TEXTURELAYERTYPE_FOG:
4924                         // singletexture fogging
4925                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4926                         if (layer->texture)
4927                         {
4928                                 memset(&m, 0, sizeof(m));
4929                                 m.tex[0] = R_GetTexture(layer->texture);
4930                                 m.texmatrix[0] = layer->texmatrix;
4931                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4932                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4933                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4934                                 R_Mesh_TextureState(&m);
4935                         }
4936                         else
4937                                 R_Mesh_ResetTextureState();
4938                         // generate a color array for the fog pass
4939                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4940                         {
4941                                 int i;
4942                                 float f, *v, *c;
4943                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4944                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
4945                                 {
4946                                         f = 1 - FogPoint_Model(v);
4947                                         c[0] = layer->color[0];
4948                                         c[1] = layer->color[1];
4949                                         c[2] = layer->color[2];
4950                                         c[3] = f * layer->color[3];
4951                                 }
4952                         }
4953                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4954                         break;
4955                 default:
4956                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4957                 }
4958                 GL_LockArrays(0, 0);
4959         }
4960         CHECKGLERROR
4961         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4962         {
4963                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4964                 GL_AlphaTest(false);
4965         }
4966 }
4967
4968 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
4969 {
4970         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4971                 return;
4972         rsurface.rtlight = NULL;
4973         CHECKGLERROR
4974         if (depthonly)
4975         {
4976                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4977                         return;
4978                 if (rsurface.mode != RSURFMODE_MULTIPASS)
4979                         rsurface.mode = RSURFMODE_MULTIPASS;
4980                 if (r_depthfirst.integer == 3)
4981                 {
4982                         int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
4983                         GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
4984                 }
4985                 else
4986                 {
4987                         GL_ColorMask(0,0,0,0);
4988                         GL_Color(1,1,1,1);
4989                 }
4990                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4991                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4992                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4993                 GL_DepthTest(true);
4994                 GL_BlendFunc(GL_ONE, GL_ZERO);
4995                 GL_DepthMask(true);
4996                 GL_AlphaTest(false);
4997                 R_Mesh_ColorPointer(NULL, 0, 0);
4998                 R_Mesh_ResetTextureState();
4999                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5000                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5001                 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5002                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5003         }
5004         else if (r_depthfirst.integer == 3)
5005                 return;
5006         else if (r_showsurfaces.integer)
5007         {
5008                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5009                         rsurface.mode = RSURFMODE_MULTIPASS;
5010                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5011                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5012                 GL_DepthTest(true);
5013                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
5014                 GL_BlendFunc(GL_ONE, GL_ZERO);
5015                 GL_DepthMask(writedepth);
5016                 GL_Color(1,1,1,1);
5017                 GL_AlphaTest(false);
5018                 R_Mesh_ColorPointer(NULL, 0, 0);
5019                 R_Mesh_ResetTextureState();
5020                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5021                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5022                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5023         }
5024         else if (gl_lightmaps.integer)
5025         {
5026                 rmeshstate_t m;
5027                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5028                         rsurface.mode = RSURFMODE_MULTIPASS;
5029                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5030                 GL_DepthTest(true);
5031                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
5032                 GL_BlendFunc(GL_ONE, GL_ZERO);
5033                 GL_DepthMask(writedepth);
5034                 GL_Color(1,1,1,1);
5035                 GL_AlphaTest(false);
5036                 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
5037                 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
5038                 R_Mesh_ColorPointer(NULL, 0, 0);
5039                 memset(&m, 0, sizeof(m));
5040                 m.tex[0] = R_GetTexture(r_texture_white);
5041                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5042                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5043                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5044                 R_Mesh_TextureState(&m);
5045                 RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
5046                 if (rsurface.lightmode == 2)
5047                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5048                 else if (rsurface.uselightmaptexture)
5049                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5050                 else
5051                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5052                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5053         }
5054         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
5055         {
5056                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
5057                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5058         }
5059         else if (rsurface.texture->currentnumlayers)
5060         {
5061                 // write depth for anything we skipped on the depth-only pass earlier
5062                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5063                         writedepth = true;
5064                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5065                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5066                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5067                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
5068                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5069                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5070                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5071                 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
5072                 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
5073                 if (r_glsl.integer && gl_support_fragment_shader)
5074                         R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
5075                 else if (gl_combine.integer && r_textureunits.integer >= 2)
5076                         R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
5077                 else
5078                         R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
5079                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5080         }
5081         CHECKGLERROR
5082         GL_LockArrays(0, 0);
5083 }
5084
5085 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5086 {
5087         int i, j;
5088         int texturenumsurfaces, endsurface;
5089         texture_t *texture;
5090         msurface_t *surface;
5091         msurface_t *texturesurfacelist[1024];
5092
5093         // if the model is static it doesn't matter what value we give for
5094         // wantnormals and wanttangents, so this logic uses only rules applicable
5095         // to a model, knowing that they are meaningless otherwise
5096         if (ent == r_refdef.worldentity)
5097                 RSurf_ActiveWorldEntity();
5098         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5099                 RSurf_ActiveModelEntity(ent, false, false);
5100         else
5101                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
5102
5103         for (i = 0;i < numsurfaces;i = j)
5104         {
5105                 j = i + 1;
5106                 surface = rsurface.modelsurfaces + surfacelist[i];
5107                 texture = surface->texture;
5108                 R_UpdateTextureInfo(ent, texture);
5109                 rsurface.texture = texture->currentframe;
5110                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
5111                 // scan ahead until we find a different texture
5112                 endsurface = min(i + 1024, numsurfaces);
5113                 texturenumsurfaces = 0;
5114                 texturesurfacelist[texturenumsurfaces++] = surface;
5115                 for (;j < endsurface;j++)
5116                 {
5117                         surface = rsurface.modelsurfaces + surfacelist[j];
5118                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
5119                                 break;
5120                         texturesurfacelist[texturenumsurfaces++] = surface;
5121                 }
5122                 // render the range of surfaces
5123                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
5124         }
5125
5126         RSurf_CleanUp();
5127 }
5128
5129 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
5130 {
5131         int i, j;
5132         vec3_t tempcenter, center;
5133         texture_t *texture;
5134         // break the surface list down into batches by texture and use of lightmapping
5135         for (i = 0;i < numsurfaces;i = j)
5136         {
5137                 j = i + 1;
5138                 // texture is the base texture pointer, rsurface.texture is the
5139                 // current frame/skin the texture is directing us to use (for example
5140                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
5141                 // use skin 1 instead)
5142                 texture = surfacelist[i]->texture;
5143                 rsurface.texture = texture->currentframe;
5144                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
5145                 if (!(rsurface.texture->currentmaterialflags & flagsmask))
5146                 {
5147                         // if this texture is not the kind we want, skip ahead to the next one
5148                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
5149                                 ;
5150                         continue;
5151                 }
5152                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5153                 {
5154                         // transparent surfaces get pushed off into the transparent queue
5155                         const msurface_t *surface = surfacelist[i];
5156                         if (depthonly)
5157                                 continue;
5158                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
5159                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
5160                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
5161                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
5162                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
5163                 }
5164                 else
5165                 {
5166                         // simply scan ahead until we find a different texture or lightmap state
5167                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
5168                                 ;
5169                         // render the range of surfaces
5170                         R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
5171                 }
5172         }
5173 }
5174
5175 float locboxvertex3f[6*4*3] =
5176 {
5177         1,0,1, 1,0,0, 1,1,0, 1,1,1,
5178         0,1,1, 0,1,0, 0,0,0, 0,0,1,
5179         1,1,1, 1,1,0, 0,1,0, 0,1,1,
5180         0,0,1, 0,0,0, 1,0,0, 1,0,1,
5181         0,0,1, 1,0,1, 1,1,1, 0,1,1,
5182         1,0,0, 0,0,0, 0,1,0, 1,1,0
5183 };
5184
5185 int locboxelement3i[6*2*3] =
5186 {
5187          0, 1, 2, 0, 2, 3,
5188          4, 5, 6, 4, 6, 7,
5189          8, 9,10, 8,10,11,
5190         12,13,14, 12,14,15,
5191         16,17,18, 16,18,19,
5192         20,21,22, 20,22,23
5193 };
5194
5195 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5196 {
5197         int i, j;
5198         cl_locnode_t *loc = (cl_locnode_t *)ent;
5199         vec3_t mins, size;
5200         float vertex3f[6*4*3];
5201         CHECKGLERROR
5202         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5203         GL_DepthMask(false);
5204         GL_DepthRange(0, 1);
5205         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5206         GL_DepthTest(true);
5207         GL_CullFace(GL_NONE);
5208         R_Mesh_Matrix(&identitymatrix);
5209
5210         R_Mesh_VertexPointer(vertex3f, 0, 0);
5211         R_Mesh_ColorPointer(NULL, 0, 0);
5212         R_Mesh_ResetTextureState();
5213
5214         i = surfacelist[0];
5215         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
5216                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
5217                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
5218                         surfacelist[0] < 0 ? 0.5f : 0.125f);
5219
5220         if (VectorCompare(loc->mins, loc->maxs))
5221         {
5222                 VectorSet(size, 2, 2, 2);
5223                 VectorMA(loc->mins, -0.5f, size, mins);
5224         }
5225         else
5226         {
5227                 VectorCopy(loc->mins, mins);
5228                 VectorSubtract(loc->maxs, loc->mins, size);
5229         }
5230
5231         for (i = 0;i < 6*4*3;)
5232                 for (j = 0;j < 3;j++, i++)
5233                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
5234
5235         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
5236 }
5237
5238 void R_DrawLocs(void)
5239 {
5240         int index;
5241         cl_locnode_t *loc, *nearestloc;
5242         vec3_t center;
5243         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
5244         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
5245         {
5246                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
5247                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
5248         }
5249 }
5250
5251 void R_DrawCollisionBrushes(entity_render_t *ent)
5252 {
5253         int i;
5254         q3mbrush_t *brush;
5255         msurface_t *surface;
5256         model_t *model = ent->model;
5257         if (!model->brush.num_brushes)
5258                 return;
5259         CHECKGLERROR
5260         R_Mesh_ColorPointer(NULL, 0, 0);
5261         R_Mesh_ResetTextureState();
5262         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5263         GL_DepthMask(false);
5264         GL_DepthRange(0, 1);
5265         GL_DepthTest(!r_showdisabledepthtest.integer);
5266         GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
5267         for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
5268                 if (brush->colbrushf && brush->colbrushf->numtriangles)
5269                         R_DrawCollisionBrush(brush->colbrushf);
5270         for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
5271                 if (surface->num_collisiontriangles)
5272                         R_DrawCollisionSurface(ent, surface);
5273         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5274 }
5275
5276 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
5277 {
5278         int i, j, k, l;
5279         const int *elements;
5280         msurface_t *surface;
5281         model_t *model = ent->model;
5282         vec3_t v;
5283         CHECKGLERROR
5284         GL_DepthRange(0, 1);
5285         GL_DepthTest(!r_showdisabledepthtest.integer);
5286         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5287         GL_DepthMask(true);
5288         GL_BlendFunc(GL_ONE, GL_ZERO);
5289         R_Mesh_ColorPointer(NULL, 0, 0);
5290         R_Mesh_ResetTextureState();
5291         for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
5292         {
5293                 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
5294                         continue;
5295                 rsurface.texture = surface->texture->currentframe;
5296                 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
5297                 {
5298                         RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
5299                         if (drawtris)
5300                         {
5301                                 if (!rsurface.texture->currentlayers->depthmask)
5302                                         GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
5303                                 else if (ent == r_refdef.worldentity)
5304                                         GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
5305                                 else
5306                                         GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
5307                                 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
5308                                 CHECKGLERROR
5309                                 qglBegin(GL_LINES);
5310                                 for (k = 0;k < surface->num_triangles;k++, elements += 3)
5311                                 {
5312 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
5313                                         GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
5314                                         GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
5315                                         GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
5316                                 }
5317                                 qglEnd();
5318                                 CHECKGLERROR
5319                         }
5320                         if (drawnormals)
5321                         {
5322                                 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
5323                                 qglBegin(GL_LINES);
5324                                 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5325                                 {
5326                                         VectorCopy(rsurface.vertex3f + l * 3, v);
5327                                         qglVertex3f(v[0], v[1], v[2]);
5328                                         VectorMA(v, 8, rsurface.svector3f + l * 3, v);
5329                                         qglVertex3f(v[0], v[1], v[2]);
5330                                 }
5331                                 qglEnd();
5332                                 CHECKGLERROR
5333                                 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
5334                                 qglBegin(GL_LINES);
5335                                 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5336                                 {
5337                                         VectorCopy(rsurface.vertex3f + l * 3, v);
5338                                         qglVertex3f(v[0], v[1], v[2]);
5339                                         VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
5340                                         qglVertex3f(v[0], v[1], v[2]);
5341                                 }
5342                                 qglEnd();
5343                                 CHECKGLERROR
5344                                 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
5345                                 qglBegin(GL_LINES);
5346                                 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5347                                 {
5348                                         VectorCopy(rsurface.vertex3f + l * 3, v);
5349                                         qglVertex3f(v[0], v[1], v[2]);
5350                                         VectorMA(v, 8, rsurface.normal3f + l * 3, v);
5351                                         qglVertex3f(v[0], v[1], v[2]);
5352                                 }
5353                                 qglEnd();
5354                                 CHECKGLERROR
5355                         }
5356                 }
5357         }
5358         rsurface.texture = NULL;
5359 }
5360
5361 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
5362 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5363 {
5364         int i, j, endj, f, flagsmask;
5365         int counttriangles = 0;
5366         msurface_t *surface, **surfacechain;
5367         texture_t *t;
5368         model_t *model = r_refdef.worldmodel;
5369         const int maxsurfacelist = 1024;
5370         int numsurfacelist = 0;
5371         msurface_t *surfacelist[1024];
5372         if (model == NULL)
5373                 return;
5374
5375         RSurf_ActiveWorldEntity();
5376
5377         // update light styles
5378         if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5379         {
5380                 for (i = 0;i < model->brushq1.light_styles;i++)
5381                 {
5382                         if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5383                         {
5384                                 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5385                                 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5386                                         for (;(surface = *surfacechain);surfacechain++)
5387                                                 surface->cached_dlight = true;
5388                         }
5389                 }
5390         }
5391
5392         R_UpdateAllTextureInfo(r_refdef.worldentity);
5393         flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5394         f = 0;
5395         t = NULL;
5396         rsurface.uselightmaptexture = false;
5397         rsurface.texture = NULL;
5398         numsurfacelist = 0;
5399         j = model->firstmodelsurface;
5400         endj = j + model->nummodelsurfaces;
5401         while (j < endj)
5402         {
5403                 // quickly skip over non-visible surfaces
5404                 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
5405                         ;
5406                 // quickly iterate over visible surfaces
5407                 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
5408                 {
5409                         // process this surface
5410                         surface = model->data_surfaces + j;
5411                         // if this surface fits the criteria, add it to the list
5412                         if (surface->num_triangles)
5413                         {
5414                                 // if lightmap parameters changed, rebuild lightmap texture
5415                                 if (surface->cached_dlight)
5416                                         R_BuildLightMap(r_refdef.worldentity, surface);
5417                                 // add face to draw list
5418                                 surfacelist[numsurfacelist++] = surface;
5419                                 counttriangles += surface->num_triangles;
5420                                 if (numsurfacelist >= maxsurfacelist)
5421                                 {
5422                                         R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5423                                         numsurfacelist = 0;
5424                                 }
5425                         }
5426                 }
5427         }
5428         if (numsurfacelist)
5429                 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5430         r_refdef.stats.entities_triangles += counttriangles;
5431         RSurf_CleanUp();
5432
5433         if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5434                 R_DrawCollisionBrushes(r_refdef.worldentity);
5435
5436         if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5437                 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
5438 }
5439
5440 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5441 {
5442         int i, f, flagsmask;
5443         int counttriangles = 0;
5444         msurface_t *surface, *endsurface, **surfacechain;
5445         texture_t *t;
5446         model_t *model = ent->model;
5447         const int maxsurfacelist = 1024;
5448         int numsurfacelist = 0;
5449         msurface_t *surfacelist[1024];
5450         if (model == NULL)
5451                 return;
5452
5453         // if the model is static it doesn't matter what value we give for
5454         // wantnormals and wanttangents, so this logic uses only rules applicable
5455         // to a model, knowing that they are meaningless otherwise
5456         if (ent == r_refdef.worldentity)
5457                 RSurf_ActiveWorldEntity();
5458         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5459                 RSurf_ActiveModelEntity(ent, false, false);
5460         else
5461                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
5462
5463         // update light styles
5464         if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5465         {
5466                 for (i = 0;i < model->brushq1.light_styles;i++)
5467                 {
5468                         if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5469                         {
5470                                 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5471                                 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5472                                         for (;(surface = *surfacechain);surfacechain++)
5473                                                 surface->cached_dlight = true;
5474                         }
5475                 }
5476         }
5477
5478         R_UpdateAllTextureInfo(ent);
5479         flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5480         f = 0;
5481         t = NULL;
5482         rsurface.uselightmaptexture = false;
5483         rsurface.texture = NULL;
5484         numsurfacelist = 0;
5485         surface = model->data_surfaces + model->firstmodelsurface;
5486         endsurface = surface + model->nummodelsurfaces;
5487         for (;surface < endsurface;surface++)
5488         {
5489                 // if this surface fits the criteria, add it to the list
5490                 if (surface->num_triangles)
5491                 {
5492                         // if lightmap parameters changed, rebuild lightmap texture
5493                         if (surface->cached_dlight)
5494                                 R_BuildLightMap(ent, surface);
5495                         // add face to draw list
5496                         surfacelist[numsurfacelist++] = surface;
5497                         counttriangles += surface->num_triangles;
5498                         if (numsurfacelist >= maxsurfacelist)
5499                         {
5500                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5501                                 numsurfacelist = 0;
5502                         }
5503                 }
5504         }
5505         if (numsurfacelist)
5506                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5507         r_refdef.stats.entities_triangles += counttriangles;
5508         RSurf_CleanUp();
5509
5510         if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5511                 R_DrawCollisionBrushes(ent);
5512
5513         if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5514                 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
5515 }