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support slope-dependent shadowmap biasing with polygon offset
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 //
34 // screen size info
35 //
36 r_refdef_t r_refdef;
37
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
46
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
48
49 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
53 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)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 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"};
57 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"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 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"};
60 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"};
61 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"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 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"};
82 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"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
85
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
94
95 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)"};
96
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 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)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
104 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
105 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
106 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
107 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
108
109 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
114
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
119
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
127
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 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)"};
132
133 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"};
134
135 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"};
136
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
138
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
146
147 extern cvar_t v_glslgamma;
148
149 extern qboolean v_flipped_state;
150
151 static struct r_bloomstate_s
152 {
153         qboolean enabled;
154         qboolean hdr;
155
156         int bloomwidth, bloomheight;
157
158         int screentexturewidth, screentextureheight;
159         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
160
161         int bloomtexturewidth, bloomtextureheight;
162         rtexture_t *texture_bloom;
163
164         // arrays for rendering the screen passes
165         float screentexcoord2f[8];
166         float bloomtexcoord2f[8];
167         float offsettexcoord2f[8];
168
169         r_viewport_t viewport;
170 }
171 r_bloomstate;
172
173 r_waterstate_t r_waterstate;
174
175 /// shadow volume bsp struct with automatically growing nodes buffer
176 svbsp_t r_svbsp;
177
178 rtexture_t *r_texture_blanknormalmap;
179 rtexture_t *r_texture_white;
180 rtexture_t *r_texture_grey128;
181 rtexture_t *r_texture_black;
182 rtexture_t *r_texture_notexture;
183 rtexture_t *r_texture_whitecube;
184 rtexture_t *r_texture_normalizationcube;
185 rtexture_t *r_texture_fogattenuation;
186 rtexture_t *r_texture_gammaramps;
187 unsigned int r_texture_gammaramps_serial;
188 //rtexture_t *r_texture_fogintensity;
189
190 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
191 unsigned int r_numqueries;
192 unsigned int r_maxqueries;
193
194 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
195 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
196
197 /// vertex coordinates for a quad that covers the screen exactly
198 const float r_screenvertex3f[12] =
199 {
200         0, 0, 0,
201         1, 0, 0,
202         1, 1, 0,
203         0, 1, 0
204 };
205
206 extern void R_DrawModelShadows(void);
207
208 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
209 {
210         int i;
211         for (i = 0;i < verts;i++)
212         {
213                 out[0] = in[0] * r;
214                 out[1] = in[1] * g;
215                 out[2] = in[2] * b;
216                 out[3] = in[3];
217                 in += 4;
218                 out += 4;
219         }
220 }
221
222 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
223 {
224         int i;
225         for (i = 0;i < verts;i++)
226         {
227                 out[0] = r;
228                 out[1] = g;
229                 out[2] = b;
230                 out[3] = a;
231                 out += 4;
232         }
233 }
234
235 // FIXME: move this to client?
236 void FOG_clear(void)
237 {
238         if (gamemode == GAME_NEHAHRA)
239         {
240                 Cvar_Set("gl_fogenable", "0");
241                 Cvar_Set("gl_fogdensity", "0.2");
242                 Cvar_Set("gl_fogred", "0.3");
243                 Cvar_Set("gl_foggreen", "0.3");
244                 Cvar_Set("gl_fogblue", "0.3");
245         }
246         r_refdef.fog_density = 0;
247         r_refdef.fog_red = 0;
248         r_refdef.fog_green = 0;
249         r_refdef.fog_blue = 0;
250         r_refdef.fog_alpha = 1;
251         r_refdef.fog_start = 0;
252         r_refdef.fog_end = 0;
253 }
254
255 float FogForDistance(vec_t dist)
256 {
257         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
258         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
259 }
260
261 float FogPoint_World(const vec3_t p)
262 {
263         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
264 }
265
266 float FogPoint_Model(const vec3_t p)
267 {
268         return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
269 }
270
271 static void R_BuildBlankTextures(void)
272 {
273         unsigned char data[4];
274         data[2] = 128; // normal X
275         data[1] = 128; // normal Y
276         data[0] = 255; // normal Z
277         data[3] = 128; // height
278         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
279         data[0] = 255;
280         data[1] = 255;
281         data[2] = 255;
282         data[3] = 255;
283         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
284         data[0] = 128;
285         data[1] = 128;
286         data[2] = 128;
287         data[3] = 255;
288         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
289         data[0] = 0;
290         data[1] = 0;
291         data[2] = 0;
292         data[3] = 255;
293         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
294 }
295
296 static void R_BuildNoTexture(void)
297 {
298         int x, y;
299         unsigned char pix[16][16][4];
300         // this makes a light grey/dark grey checkerboard texture
301         for (y = 0;y < 16;y++)
302         {
303                 for (x = 0;x < 16;x++)
304                 {
305                         if ((y < 8) ^ (x < 8))
306                         {
307                                 pix[y][x][0] = 128;
308                                 pix[y][x][1] = 128;
309                                 pix[y][x][2] = 128;
310                                 pix[y][x][3] = 255;
311                         }
312                         else
313                         {
314                                 pix[y][x][0] = 64;
315                                 pix[y][x][1] = 64;
316                                 pix[y][x][2] = 64;
317                                 pix[y][x][3] = 255;
318                         }
319                 }
320         }
321         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
322 }
323
324 static void R_BuildWhiteCube(void)
325 {
326         unsigned char data[6*1*1*4];
327         memset(data, 255, sizeof(data));
328         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
329 }
330
331 static void R_BuildNormalizationCube(void)
332 {
333         int x, y, side;
334         vec3_t v;
335         vec_t s, t, intensity;
336 #define NORMSIZE 64
337         unsigned char data[6][NORMSIZE][NORMSIZE][4];
338         for (side = 0;side < 6;side++)
339         {
340                 for (y = 0;y < NORMSIZE;y++)
341                 {
342                         for (x = 0;x < NORMSIZE;x++)
343                         {
344                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
346                                 switch(side)
347                                 {
348                                 default:
349                                 case 0:
350                                         v[0] = 1;
351                                         v[1] = -t;
352                                         v[2] = -s;
353                                         break;
354                                 case 1:
355                                         v[0] = -1;
356                                         v[1] = -t;
357                                         v[2] = s;
358                                         break;
359                                 case 2:
360                                         v[0] = s;
361                                         v[1] = 1;
362                                         v[2] = t;
363                                         break;
364                                 case 3:
365                                         v[0] = s;
366                                         v[1] = -1;
367                                         v[2] = -t;
368                                         break;
369                                 case 4:
370                                         v[0] = s;
371                                         v[1] = -t;
372                                         v[2] = 1;
373                                         break;
374                                 case 5:
375                                         v[0] = -s;
376                                         v[1] = -t;
377                                         v[2] = -1;
378                                         break;
379                                 }
380                                 intensity = 127.0f / sqrt(DotProduct(v, v));
381                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
382                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
383                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
384                                 data[side][y][x][3] = 255;
385                         }
386                 }
387         }
388         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
389 }
390
391 static void R_BuildFogTexture(void)
392 {
393         int x, b;
394 #define FOGWIDTH 256
395         unsigned char data1[FOGWIDTH][4];
396         //unsigned char data2[FOGWIDTH][4];
397         double d, r, alpha;
398
399         r_refdef.fogmasktable_start = r_refdef.fog_start;
400         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
401         r_refdef.fogmasktable_range = r_refdef.fogrange;
402         r_refdef.fogmasktable_density = r_refdef.fog_density;
403
404         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
405         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
406         {
407                 d = (x * r - r_refdef.fogmasktable_start);
408                 if(developer.integer >= 100)
409                         Con_Printf("%f ", d);
410                 d = max(0, d);
411                 if (r_fog_exp2.integer)
412                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
413                 else
414                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
415                 if(developer.integer >= 100)
416                         Con_Printf(" : %f ", alpha);
417                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
418                 if(developer.integer >= 100)
419                         Con_Printf(" = %f\n", alpha);
420                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
421         }
422
423         for (x = 0;x < FOGWIDTH;x++)
424         {
425                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
426                 data1[x][0] = b;
427                 data1[x][1] = b;
428                 data1[x][2] = b;
429                 data1[x][3] = 255;
430                 //data2[x][0] = 255 - b;
431                 //data2[x][1] = 255 - b;
432                 //data2[x][2] = 255 - b;
433                 //data2[x][3] = 255;
434         }
435         if (r_texture_fogattenuation)
436         {
437                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
438                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
439         }
440         else
441         {
442                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
443                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
444         }
445 }
446
447 static const char *builtinshaderstring =
448 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
449 "// written by Forest 'LordHavoc' Hale\n"
450 "\n"
451 "// enable various extensions depending on permutation:\n"
452 "\n" 
453 "#ifdef USESHADOWMAPRECT\n"
454 "# extension GL_ARB_texture_rectangle : enable\n"
455 "#endif\n"
456 "\n"
457 "#ifdef USESHADOWMAP2D\n"
458 "# ifdef GL_EXT_gpu_shader4\n"
459 "#   extension GL_EXT_gpu_shader4 : enable\n"
460 "# endif\n"
461 "# ifdef GL_ARB_texture_gather\n"
462 "#   extension GL_ARB_texture_gather : enable\n"
463 "# else\n"
464 "#   ifdef GL_AMD_texture_texture4\n"
465 "#     extension GL_AMD_texture_texture4 : enable\n"
466 "#   endif\n"
467 "# endif\n"
468 "#endif\n"
469 "\n"
470 "#ifdef USESHADOWMAPCUBE\n"
471 "# extension GL_EXT_gpu_shader4 : enable\n"
472 "#endif\n"
473 "\n"
474 "#ifdef USESHADOWSAMPLER\n"
475 "# extension GL_ARB_shadow : enable\n"
476 "#endif\n"
477 "\n"
478 "// common definitions between vertex shader and fragment shader:\n"
479 "\n"
480 "//#ifdef __GLSL_CG_DATA_TYPES\n"
481 "//# define myhalf half\n"
482 "//# define myhalf2 half2\n"
483 "//# define myhalf3half3\n"
484 "//# define myhalf4 half4\n"
485 "//#else\n"
486 "# define myhalf float\n"
487 "# define myhalf2 vec2\n"
488 "# define myhalf3 vec3\n"
489 "# define myhalf4 vec4\n"
490 "//#endif\n"
491 "\n"
492 "#ifdef MODE_DEPTH_OR_SHADOW\n"
493 "\n"
494 "# ifdef VERTEX_SHADER\n"
495 "void main(void)\n"
496 "{\n"
497 "       gl_Position = ftransform();\n"
498 "}\n"
499 "# endif\n"
500 "\n"
501 "#else\n"
502 "#ifdef MODE_SHOWDEPTH\n"
503 "# ifdef VERTEX_SHADER\n"
504 "void main(void)\n"
505 "{\n"
506 "       gl_Position = ftransform();\n"
507 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
508 "}\n"
509 "# endif\n"
510 "# ifdef FRAGMENT_SHADER\n"
511 "void main(void)\n"
512 "{\n"
513 "       gl_FragColor = gl_Color;\n"
514 "}\n"
515 "# endif\n"
516 "\n"
517 "#else // !MODE_SHOWDEPTH\n"
518 "\n"
519 "#ifdef MODE_POSTPROCESS\n"
520 "# ifdef VERTEX_SHADER\n"
521 "void main(void)\n"
522 "{\n"
523 "       gl_FrontColor = gl_Color;\n"
524 "       gl_Position = ftransform();\n"
525 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
526 "#ifdef USEBLOOM\n"
527 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
528 "#endif\n"
529 "}\n"
530 "# endif\n"
531 "# ifdef FRAGMENT_SHADER\n"
532 "\n"
533 "uniform sampler2D Texture_First;\n"
534 "#ifdef USEBLOOM\n"
535 "uniform sampler2D Texture_Second;\n"
536 "#endif\n"
537 "#ifdef USEGAMMARAMPS\n"
538 "uniform sampler2D Texture_GammaRamps;\n"
539 "#endif\n"
540 "#ifdef USESATURATION\n"
541 "uniform float Saturation;\n"
542 "#endif\n"
543 "#ifdef USEVIEWTINT\n"
544 "uniform vec4 TintColor;\n"
545 "#endif\n"
546 "//uncomment these if you want to use them:\n"
547 "uniform vec4 UserVec1;\n"
548 "// uniform vec4 UserVec2;\n"
549 "// uniform vec4 UserVec3;\n"
550 "// uniform vec4 UserVec4;\n"
551 "// uniform float ClientTime;\n"
552 "uniform vec2 PixelSize;\n"
553 "void main(void)\n"
554 "{\n"
555 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
556 "#ifdef USEBLOOM\n"
557 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
558 "#endif\n"
559 "#ifdef USEVIEWTINT\n"
560 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
561 "#endif\n"
562 "\n"
563 "#ifdef USEPOSTPROCESSING\n"
564 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
565 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
566 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
567 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
568 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
569 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
570 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
571 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
572 "#endif\n"
573 "\n"
574 "#ifdef USESATURATION\n"
575 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
576 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
577 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
578 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
579 "#endif\n"
580 "\n"
581 "#ifdef USEGAMMARAMPS\n"
582 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
583 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
584 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
585 "#endif\n"
586 "}\n"
587 "# endif\n"
588 "\n"
589 "\n"
590 "#else\n"
591 "#ifdef MODE_GENERIC\n"
592 "# ifdef VERTEX_SHADER\n"
593 "void main(void)\n"
594 "{\n"
595 "       gl_FrontColor = gl_Color;\n"
596 "#  ifdef USEDIFFUSE\n"
597 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
598 "#  endif\n"
599 "#  ifdef USESPECULAR\n"
600 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
601 "#  endif\n"
602 "       gl_Position = ftransform();\n"
603 "}\n"
604 "# endif\n"
605 "# ifdef FRAGMENT_SHADER\n"
606 "\n"
607 "#  ifdef USEDIFFUSE\n"
608 "uniform sampler2D Texture_First;\n"
609 "#  endif\n"
610 "#  ifdef USESPECULAR\n"
611 "uniform sampler2D Texture_Second;\n"
612 "#  endif\n"
613 "\n"
614 "void main(void)\n"
615 "{\n"
616 "       gl_FragColor = gl_Color;\n"
617 "#  ifdef USEDIFFUSE\n"
618 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
619 "#  endif\n"
620 "\n"
621 "#  ifdef USESPECULAR\n"
622 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
623 "#  endif\n"
624 "#  ifdef USECOLORMAPPING\n"
625 "       gl_FragColor *= tex2;\n"
626 "#  endif\n"
627 "#  ifdef USEGLOW\n"
628 "       gl_FragColor += tex2;\n"
629 "#  endif\n"
630 "#  ifdef USEVERTEXTEXTUREBLEND\n"
631 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
632 "#  endif\n"
633 "}\n"
634 "# endif\n"
635 "\n"
636 "#else // !MODE_GENERIC\n"
637 "\n"
638 "varying vec2 TexCoord;\n"
639 "#ifdef USEVERTEXTEXTUREBLEND\n"
640 "varying vec2 TexCoord2;\n"
641 "#endif\n"
642 "varying vec2 TexCoordLightmap;\n"
643 "\n"
644 "#ifdef MODE_LIGHTSOURCE\n"
645 "varying vec3 CubeVector;\n"
646 "#endif\n"
647 "\n"
648 "#ifdef MODE_LIGHTSOURCE\n"
649 "varying vec3 LightVector;\n"
650 "#endif\n"
651 "#ifdef MODE_LIGHTDIRECTION\n"
652 "varying vec3 LightVector;\n"
653 "#endif\n"
654 "\n"
655 "varying vec3 EyeVector;\n"
656 "#ifdef USEFOG\n"
657 "varying vec3 EyeVectorModelSpace;\n"
658 "#endif\n"
659 "\n"
660 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
661 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
662 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
663 "\n"
664 "#ifdef MODE_WATER\n"
665 "varying vec4 ModelViewProjectionPosition;\n"
666 "#endif\n"
667 "#ifdef MODE_REFRACTION\n"
668 "varying vec4 ModelViewProjectionPosition;\n"
669 "#endif\n"
670 "#ifdef USEREFLECTION\n"
671 "varying vec4 ModelViewProjectionPosition;\n"
672 "#endif\n"
673 "\n"
674 "\n"
675 "\n"
676 "\n"
677 "\n"
678 "// vertex shader specific:\n"
679 "#ifdef VERTEX_SHADER\n"
680 "\n"
681 "uniform vec3 LightPosition;\n"
682 "uniform vec3 EyePosition;\n"
683 "uniform vec3 LightDir;\n"
684 "\n"
685 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
686 "\n"
687 "void main(void)\n"
688 "{\n"
689 "       gl_FrontColor = gl_Color;\n"
690 "       // copy the surface texcoord\n"
691 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
692 "#ifdef USEVERTEXTEXTUREBLEND\n"
693 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
694 "#endif\n"
695 "#ifndef MODE_LIGHTSOURCE\n"
696 "# ifndef MODE_LIGHTDIRECTION\n"
697 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
698 "# endif\n"
699 "#endif\n"
700 "\n"
701 "#ifdef MODE_LIGHTSOURCE\n"
702 "       // transform vertex position into light attenuation/cubemap space\n"
703 "       // (-1 to +1 across the light box)\n"
704 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
705 "\n"
706 "       // transform unnormalized light direction into tangent space\n"
707 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
708 "       //  normalize it per pixel)\n"
709 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
710 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
711 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
712 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
713 "#endif\n"
714 "\n"
715 "#ifdef MODE_LIGHTDIRECTION\n"
716 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
717 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
718 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
719 "#endif\n"
720 "\n"
721 "       // transform unnormalized eye direction into tangent space\n"
722 "#ifndef USEFOG\n"
723 "       vec3 EyeVectorModelSpace;\n"
724 "#endif\n"
725 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
726 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
727 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
728 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
729 "\n"
730 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
731 "       VectorS = gl_MultiTexCoord1.xyz;\n"
732 "       VectorT = gl_MultiTexCoord2.xyz;\n"
733 "       VectorR = gl_MultiTexCoord3.xyz;\n"
734 "#endif\n"
735 "\n"
736 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
737 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
738 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
739 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
740 "//#endif\n"
741 "\n"
742 "// transform vertex to camera space, using ftransform to match non-VS\n"
743 "       // rendering\n"
744 "       gl_Position = ftransform();\n"
745 "\n"
746 "#ifdef MODE_WATER\n"
747 "       ModelViewProjectionPosition = gl_Position;\n"
748 "#endif\n"
749 "#ifdef MODE_REFRACTION\n"
750 "       ModelViewProjectionPosition = gl_Position;\n"
751 "#endif\n"
752 "#ifdef USEREFLECTION\n"
753 "       ModelViewProjectionPosition = gl_Position;\n"
754 "#endif\n"
755 "}\n"
756 "\n"
757 "#endif // VERTEX_SHADER\n"
758 "\n"
759 "\n"
760 "\n"
761 "\n"
762 "// fragment shader specific:\n"
763 "#ifdef FRAGMENT_SHADER\n"
764 "\n"
765 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
766 "uniform sampler2D Texture_Normal;\n"
767 "uniform sampler2D Texture_Color;\n"
768 "uniform sampler2D Texture_Gloss;\n"
769 "uniform sampler2D Texture_Glow;\n"
770 "uniform sampler2D Texture_SecondaryNormal;\n"
771 "uniform sampler2D Texture_SecondaryColor;\n"
772 "uniform sampler2D Texture_SecondaryGloss;\n"
773 "uniform sampler2D Texture_SecondaryGlow;\n"
774 "uniform sampler2D Texture_Pants;\n"
775 "uniform sampler2D Texture_Shirt;\n"
776 "uniform sampler2D Texture_FogMask;\n"
777 "uniform sampler2D Texture_Lightmap;\n"
778 "uniform sampler2D Texture_Deluxemap;\n"
779 "uniform sampler2D Texture_Refraction;\n"
780 "uniform sampler2D Texture_Reflection;\n"
781 "uniform sampler2D Texture_Attenuation;\n"
782 "uniform samplerCube Texture_Cube;\n"
783 "\n"
784 "#define showshadowmap 0\n"
785 "\n"
786 "#ifdef USESHADOWMAPRECT\n"
787 "# ifdef USESHADOWSAMPLER\n"
788 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
789 "# else\n"
790 "uniform sampler2DRect Texture_ShadowMapRect;\n"
791 "# endif\n"
792 "#endif\n"
793 "\n"
794 "#ifdef USESHADOWMAP2D\n"
795 "# ifdef USESHADOWSAMPLER\n"
796 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
797 "# else\n"
798 "uniform sampler2D Texture_ShadowMap2D;\n"
799 "# endif\n"
800 "#endif\n"
801 "\n"
802 "#ifdef USESHADOWMAPVSDCT\n"
803 "uniform samplerCube Texture_CubeProjection;\n"
804 "#endif\n"
805 "\n"
806 "#ifdef USESHADOWMAPCUBE\n"
807 "# ifdef USESHADOWSAMPLER\n"
808 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
809 "# else\n"
810 "uniform samplerCube Texture_ShadowMapCube;\n"
811 "# endif\n"
812 "#endif\n"
813 "\n"
814 "uniform myhalf3 LightColor;\n"
815 "uniform myhalf3 AmbientColor;\n"
816 "uniform myhalf3 DiffuseColor;\n"
817 "uniform myhalf3 SpecularColor;\n"
818 "uniform myhalf3 Color_Pants;\n"
819 "uniform myhalf3 Color_Shirt;\n"
820 "uniform myhalf3 FogColor;\n"
821 "\n"
822 "uniform myhalf4 TintColor;\n"
823 "\n"
824 "\n"
825 "//#ifdef MODE_WATER\n"
826 "uniform vec4 DistortScaleRefractReflect;\n"
827 "uniform vec4 ScreenScaleRefractReflect;\n"
828 "uniform vec4 ScreenCenterRefractReflect;\n"
829 "uniform myhalf4 RefractColor;\n"
830 "uniform myhalf4 ReflectColor;\n"
831 "uniform myhalf ReflectFactor;\n"
832 "uniform myhalf ReflectOffset;\n"
833 "//#else\n"
834 "//# ifdef MODE_REFRACTION\n"
835 "//uniform vec4 DistortScaleRefractReflect;\n"
836 "//uniform vec4 ScreenScaleRefractReflect;\n"
837 "//uniform vec4 ScreenCenterRefractReflect;\n"
838 "//uniform myhalf4 RefractColor;\n"
839 "//#  ifdef USEREFLECTION\n"
840 "//uniform myhalf4 ReflectColor;\n"
841 "//#  endif\n"
842 "//# else\n"
843 "//#  ifdef USEREFLECTION\n"
844 "//uniform vec4 DistortScaleRefractReflect;\n"
845 "//uniform vec4 ScreenScaleRefractReflect;\n"
846 "//uniform vec4 ScreenCenterRefractReflect;\n"
847 "//uniform myhalf4 ReflectColor;\n"
848 "//#  endif\n"
849 "//# endif\n"
850 "//#endif\n"
851 "\n"
852 "uniform myhalf3 GlowColor;\n"
853 "uniform myhalf SceneBrightness;\n"
854 "\n"
855 "uniform float OffsetMapping_Scale;\n"
856 "uniform float OffsetMapping_Bias;\n"
857 "uniform float FogRangeRecip;\n"
858 "\n"
859 "uniform myhalf AmbientScale;\n"
860 "uniform myhalf DiffuseScale;\n"
861 "uniform myhalf SpecularScale;\n"
862 "uniform myhalf SpecularPower;\n"
863 "\n"
864 "#ifdef USEOFFSETMAPPING\n"
865 "vec2 OffsetMapping(vec2 TexCoord)\n"
866 "{\n"
867 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
868 "       // 14 sample relief mapping: linear search and then binary search\n"
869 "       // this basically steps forward a small amount repeatedly until it finds\n"
870 "       // itself inside solid, then jitters forward and back using decreasing\n"
871 "       // amounts to find the impact\n"
872 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
873 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
874 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
875 "       vec3 RT = vec3(TexCoord, 1);\n"
876 "       OffsetVector *= 0.1;\n"
877 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
878 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
879 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
880 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
881 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
882 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
883 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
884 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
885 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
886 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
887 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
888 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
889 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
890 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
891 "       return RT.xy;\n"
892 "#else\n"
893 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
894 "       // this basically moves forward the full distance, and then backs up based\n"
895 "       // on height of samples\n"
896 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
897 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
898 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
899 "       TexCoord += OffsetVector;\n"
900 "       OffsetVector *= 0.333;\n"
901 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
902 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
903 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
904 "       return TexCoord;\n"
905 "#endif\n"
906 "}\n"
907 "#endif // USEOFFSETMAPPING\n"
908 "\n"
909 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
910 "uniform vec2 ShadowMap_TextureScale;\n"
911 "uniform vec4 ShadowMap_Parameters;\n"
912 "#endif\n"
913 "\n"
914 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
915 "vec3 GetShadowMapTC2D(vec3 dir)\n"
916 "{\n"
917 "       vec3 adir = abs(dir);\n"
918 "# ifndef USESHADOWMAPVSDCT\n"
919 "       vec2 tc;\n"
920 "       vec2 offset;\n"
921 "       float ma;\n"
922 "       if (adir.x > adir.y)\n"
923 "       {\n"
924 "               if (adir.x > adir.z) // X\n"
925 "               {\n"
926 "                       ma = adir.x;\n"
927 "                       tc = dir.zy;\n"
928 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
929 "               }\n"
930 "               else // Z\n"
931 "               {\n"
932 "                       ma = adir.z;\n"
933 "                       tc = dir.xy;\n"
934 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
935 "               }\n"
936 "       }\n"
937 "       else\n"
938 "       {\n"
939 "               if (adir.y > adir.z) // Y\n"
940 "               {\n"
941 "                       ma = adir.y;\n"
942 "                       tc = dir.xz;\n"
943 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
944 "               }\n"
945 "               else // Z\n"
946 "               {\n"
947 "                       ma = adir.z;\n"
948 "                       tc = dir.xy;\n"
949 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
950 "               }\n"
951 "       }\n"
952 "\n"
953 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
954 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
955 "       stc.z += ShadowMap_Parameters.z;\n"
956 "#  if showshadowmap\n"
957 "       stc.xy *= ShadowMap_TextureScale;\n"
958 "#  endif\n"
959 "       return stc;\n"
960 "# else\n"
961 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
962 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
963 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
964 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
965 "       stc.z += ShadowMap_Parameters.z;\n"
966 "#  if showshadowmap\n"
967 "       stc.xy *= ShadowMap_TextureScale;\n"
968 "#  endif\n"
969 "       return stc;\n"
970 "# endif\n"
971 "}\n"
972 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
973 "\n"
974 "#ifdef USESHADOWMAPCUBE\n"
975 "vec4 GetShadowMapTCCube(vec3 dir)\n"
976 "{\n"
977 "    vec3 adir = abs(dir);\n"
978 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
979 "}\n"
980 "#endif\n"
981 "\n"
982 "#if !showshadowmap\n"
983 "# ifdef USESHADOWMAPRECT\n"
984 "float ShadowMapCompare(vec3 dir)\n"
985 "{\n"
986 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
987 "       float f;\n"
988 "#  ifdef USESHADOWSAMPLER\n"
989 "\n"
990 "#    ifdef USESHADOWMAPPCF\n"
991 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
992 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
993 "#    else\n"
994 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
995 "#    endif\n"
996 "\n"
997 "#  else\n"
998 "\n"
999 "#    ifdef USESHADOWMAPPCF\n"
1000 "#      if USESHADOWMAPPCF > 1\n"
1001 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1002 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1003 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1004 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1005 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1006 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1007 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1008 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1009 "#      else\n"
1010 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1011 "    vec2 offset = fract(shadowmaptc.xy);\n"
1012 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1013 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1014 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1015 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1016 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1017 "#      endif\n"
1018 "#    else\n"
1019 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1020 "#    endif\n"
1021 "\n"
1022 "#  endif\n"
1023 "       return f;\n"
1024 "}\n"
1025 "# endif\n"
1026 "\n"
1027 "# ifdef USESHADOWMAP2D\n"
1028 "float ShadowMapCompare(vec3 dir)\n"
1029 "{\n"
1030 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1031 "    float f;\n"
1032 "\n"
1033 "#  ifdef USESHADOWSAMPLER\n"
1034 "#    ifdef USESHADOWMAPPCF\n"
1035 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1036 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1037 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1038 "#    else\n"
1039 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1040 "#    endif\n"
1041 "#  else\n"
1042 "#    ifdef USESHADOWMAPPCF\n"
1043 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1044 "#      ifdef GL_ARB_texture_gather\n"
1045 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1046 "#      else\n"
1047 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1048 "#      endif\n"
1049 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1050 "    center *= ShadowMap_TextureScale;\n"
1051 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1052 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1053 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1054 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1055 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1056 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1057 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1058 "#     else\n"
1059 "#      ifdef GL_EXT_gpu_shader4\n"
1060 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1061 "#      else\n"
1062 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1063 "#      endif\n"
1064 "#      if USESHADOWMAPPCF > 1\n"       
1065 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1066 "    center *= ShadowMap_TextureScale;\n"
1067 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1068 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1069 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1070 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1071 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1072 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1073 "#      else\n"
1074 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1075 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1076 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1077 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1078 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1079 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1080 "#      endif\n"      
1081 "#     endif\n"
1082 "#    else\n"
1083 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1084 "#    endif\n"
1085 "#  endif\n"
1086 "    return f;\n"
1087 "}\n"
1088 "# endif\n"
1089 "\n"
1090 "# ifdef USESHADOWMAPCUBE\n"
1091 "float ShadowMapCompare(vec3 dir)\n"
1092 "{\n"
1093 "    // apply depth texture cubemap as light filter\n"
1094 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1095 "    float f;\n"
1096 "#  ifdef USESHADOWSAMPLER\n"
1097 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1098 "#  else\n"
1099 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1100 "#  endif\n"
1101 "    return f;\n"
1102 "}\n"
1103 "# endif\n"
1104 "#endif\n"
1105 "\n"
1106 "#ifdef MODE_WATER\n"
1107 "\n"
1108 "// water pass\n"
1109 "void main(void)\n"
1110 "{\n"
1111 "#ifdef USEOFFSETMAPPING\n"
1112 "       // apply offsetmapping\n"
1113 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1114 "#define TexCoord TexCoordOffset\n"
1115 "#endif\n"
1116 "\n"
1117 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1118 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1119 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1120 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1121 "       // FIXME temporary hack to detect the case that the reflection\n"
1122 "       // gets blackened at edges due to leaving the area that contains actual\n"
1123 "       // content.\n"
1124 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1125 "       // 'appening.\n"
1126 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1127 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1128 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1129 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1130 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1131 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1132 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1133 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1134 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1135 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1136 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1137 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1138 "}\n"
1139 "\n"
1140 "#else // !MODE_WATER\n"
1141 "#ifdef MODE_REFRACTION\n"
1142 "\n"
1143 "// refraction pass\n"
1144 "void main(void)\n"
1145 "{\n"
1146 "#ifdef USEOFFSETMAPPING\n"
1147 "       // apply offsetmapping\n"
1148 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1149 "#define TexCoord TexCoordOffset\n"
1150 "#endif\n"
1151 "\n"
1152 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1153 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1154 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1155 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1156 "       // FIXME temporary hack to detect the case that the reflection\n"
1157 "       // gets blackened at edges due to leaving the area that contains actual\n"
1158 "       // content.\n"
1159 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1160 "       // 'appening.\n"
1161 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1162 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1163 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1164 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1165 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1166 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1167 "}\n"
1168 "\n"
1169 "#else // !MODE_REFRACTION\n"
1170 "void main(void)\n"
1171 "{\n"
1172 "#ifdef USEOFFSETMAPPING\n"
1173 "       // apply offsetmapping\n"
1174 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1175 "#define TexCoord TexCoordOffset\n"
1176 "#endif\n"
1177 "\n"
1178 "       // combine the diffuse textures (base, pants, shirt)\n"
1179 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1180 "#ifdef USECOLORMAPPING\n"
1181 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1182 "#endif\n"
1183 "#ifdef USEVERTEXTEXTUREBLEND\n"
1184 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1185 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1186 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1187 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1188 "       color.a = 1.0;\n"
1189 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1190 "#endif\n"
1191 "\n"
1192 "#ifdef USEDIFFUSE\n"
1193 "       // get the surface normal and the gloss color\n"
1194 "# ifdef USEVERTEXTEXTUREBLEND\n"
1195 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1196 "#  ifdef USESPECULAR\n"
1197 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1198 "#  endif\n"
1199 "# else\n"
1200 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1201 "#  ifdef USESPECULAR\n"
1202 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1203 "#  endif\n"
1204 "# endif\n"
1205 "#endif\n"
1206 "\n"
1207 "\n"
1208 "\n"
1209 "#ifdef MODE_LIGHTSOURCE\n"
1210 "       // light source\n"
1211 "\n"
1212 "       // calculate surface normal, light normal, and specular normal\n"
1213 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1214 "       // scale by light color and attenuation as efficiently as possible\n"
1215 "       // (do as much scalar math as possible rather than vector math)\n"
1216 "# ifdef USEDIFFUSE\n"
1217 "       // get the light normal\n"
1218 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1219 "# endif\n"
1220 "# ifdef USESPECULAR\n"
1221 "#  ifndef USEEXACTSPECULARMATH\n"
1222 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1223 "\n"
1224 "#  endif\n"
1225 "       // calculate directional shading\n"
1226 "#  ifdef USEEXACTSPECULARMATH\n"
1227 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1228 "#  else\n"
1229 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1230 "#  endif\n"
1231 "# else\n"
1232 "#  ifdef USEDIFFUSE\n"
1233 "       // calculate directional shading\n"
1234 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1235 "#  else\n"
1236 "       // calculate directionless shading\n"
1237 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1238 "#  endif\n"
1239 "# endif\n"
1240 "\n"
1241 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1242 "#if !showshadowmap\n"
1243 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1244 "#endif\n"
1245 "#endif\n"
1246 "\n"
1247 "# ifdef USECUBEFILTER\n"
1248 "       // apply light cubemap filter\n"
1249 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1250 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1251 "# endif\n"
1252 "#endif // MODE_LIGHTSOURCE\n"
1253 "\n"
1254 "\n"
1255 "\n"
1256 "\n"
1257 "#ifdef MODE_LIGHTDIRECTION\n"
1258 "       // directional model lighting\n"
1259 "# ifdef USEDIFFUSE\n"
1260 "       // get the light normal\n"
1261 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1262 "# endif\n"
1263 "# ifdef USESPECULAR\n"
1264 "       // calculate directional shading\n"
1265 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1266 "#  ifdef USEEXACTSPECULARMATH\n"
1267 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1268 "#  else\n"
1269 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1270 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1271 "#  endif\n"
1272 "# else\n"
1273 "#  ifdef USEDIFFUSE\n"
1274 "\n"
1275 "       // calculate directional shading\n"
1276 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1277 "#  else\n"
1278 "       color.rgb *= AmbientColor;\n"
1279 "#  endif\n"
1280 "# endif\n"
1281 "#endif // MODE_LIGHTDIRECTION\n"
1282 "\n"
1283 "\n"
1284 "\n"
1285 "\n"
1286 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1287 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1288 "\n"
1289 "       // get the light normal\n"
1290 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1291 "       myhalf3 diffusenormal;\n"
1292 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1293 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1294 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1295 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1296 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1297 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1298 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1299 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1300 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1301 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1302 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1303 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1304 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1305 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1306 "# ifdef USESPECULAR\n"
1307 "#  ifdef USEEXACTSPECULARMATH\n"
1308 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1309 "#  else\n"
1310 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1311 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1312 "#  endif\n"
1313 "# endif\n"
1314 "\n"
1315 "       // apply lightmap color\n"
1316 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1317 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1318 "\n"
1319 "\n"
1320 "\n"
1321 "\n"
1322 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1323 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1324 "\n"
1325 "       // get the light normal\n"
1326 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1327 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1328 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1329 "# ifdef USESPECULAR\n"
1330 "#  ifdef USEEXACTSPECULARMATH\n"
1331 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1332 "#  else\n"
1333 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1334 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1335 "#  endif\n"
1336 "# endif\n"
1337 "\n"
1338 "       // apply lightmap color\n"
1339 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1340 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1341 "\n"
1342 "\n"
1343 "\n"
1344 "\n"
1345 "#ifdef MODE_LIGHTMAP\n"
1346 "       // apply lightmap color\n"
1347 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1348 "#endif // MODE_LIGHTMAP\n"
1349 "\n"
1350 "\n"
1351 "\n"
1352 "\n"
1353 "#ifdef MODE_VERTEXCOLOR\n"
1354 "       // apply lightmap color\n"
1355 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1356 "#endif // MODE_VERTEXCOLOR\n"
1357 "\n"
1358 "\n"
1359 "\n"
1360 "\n"
1361 "#ifdef MODE_FLATCOLOR\n"
1362 "#endif // MODE_FLATCOLOR\n"
1363 "\n"
1364 "\n"
1365 "\n"
1366 "\n"
1367 "\n"
1368 "\n"
1369 "\n"
1370 "       color *= TintColor;\n"
1371 "\n"
1372 "#ifdef USEGLOW\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1375 "#else\n"
1376 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1377 "#endif\n"
1378 "#endif\n"
1379 "\n"
1380 "       color.rgb *= SceneBrightness;\n"
1381 "\n"
1382 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1383 "#ifdef USEFOG\n"
1384 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1385 "#endif\n"
1386 "\n"
1387 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1388 "#ifdef USEREFLECTION\n"
1389 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1390 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1391 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1392 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1393 "       // FIXME temporary hack to detect the case that the reflection\n"
1394 "       // gets blackened at edges due to leaving the area that contains actual\n"
1395 "       // content.\n"
1396 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1397 "       // 'appening.\n"
1398 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1399 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1400 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1401 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1402 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1403 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1404 "#endif\n"
1405 "\n"
1406 "       gl_FragColor = vec4(color);\n"
1407 "\n"
1408 "#if showshadowmap\n"
1409 "# ifdef USESHADOWMAPRECT\n"
1410 "#  ifdef USESHADOWSAMPLER\n"
1411 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1412 "#  else\n"
1413 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1414 "#  endif\n"
1415 "# endif\n"
1416 "# ifdef USESHADOWMAP2D\n"
1417 "#  ifdef USESHADOWSAMPLER\n"
1418 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1419 "#  else\n"
1420 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1421 "#  endif\n"
1422 "# endif\n"
1423 "\n"
1424 "# ifdef USESHADOWMAPCUBE\n"
1425 "#  ifdef USESHADOWSAMPLER\n"
1426 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1427 "#  else\n"
1428 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1429 "#  endif\n"
1430 "# endif\n"
1431 "#endif\n"
1432 "}\n"
1433 "#endif // !MODE_REFRACTION\n"
1434 "#endif // !MODE_WATER\n"
1435 "\n"
1436 "#endif // FRAGMENT_SHADER\n"
1437 "\n"
1438 "#endif // !MODE_GENERIC\n"
1439 "#endif // !MODE_POSTPROCESS\n"
1440 "#endif // !MODE_SHOWDEPTH\n"
1441 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1442 ;
1443
1444 typedef struct shaderpermutationinfo_s
1445 {
1446         const char *pretext;
1447         const char *name;
1448 }
1449 shaderpermutationinfo_t;
1450
1451 typedef struct shadermodeinfo_s
1452 {
1453         const char *vertexfilename;
1454         const char *geometryfilename;
1455         const char *fragmentfilename;
1456         const char *pretext;
1457         const char *name;
1458 }
1459 shadermodeinfo_t;
1460
1461 typedef enum shaderpermutation_e
1462 {
1463         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1464         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1465         SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1466         SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1467         SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1468         SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1469         SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1470         SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1471         SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1472         SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1473         SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1474         SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1475         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1476         SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1477         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1478         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1479         SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1480         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1481         SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1482         SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1483         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, //< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1484         SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, //< (lightsource) use hardware shadowmap test
1485         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1486         SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
1487         SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
1488 }
1489 shaderpermutation_t;
1490
1491 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1492 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1493 {
1494         {"#define USEDIFFUSE\n", " diffuse"},
1495         {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1496         {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1497         {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1498         {"#define USECUBEFILTER\n", " cubefilter"},
1499         {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1500         {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1501         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1502         {"#define USEREFLECTION\n", " reflection"},
1503         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1504         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1505         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1506         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1507         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1508         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1509         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1510         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1511         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1512 };
1513
1514 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1515 typedef enum shadermode_e
1516 {
1517         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1518         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1519         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1520         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1521         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1522         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1523         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1524         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1525         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1526         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1527         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1528         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1529         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1530         SHADERMODE_COUNT
1531 }
1532 shadermode_t;
1533
1534 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1535 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1536 {
1537         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1538         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1539         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1540         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1541         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1542         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1543         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1544         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1545         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1546         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1547         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1548         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1549         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1550 };
1551
1552 struct r_glsl_permutation_s;
1553 typedef struct r_glsl_permutation_s
1554 {
1555         /// hash lookup data
1556         struct r_glsl_permutation_s *hashnext;
1557         unsigned int mode;
1558         unsigned int permutation;
1559
1560         /// indicates if we have tried compiling this permutation already
1561         qboolean compiled;
1562         /// 0 if compilation failed
1563         int program;
1564         /// locations of detected uniforms in program object, or -1 if not found
1565         int loc_Texture_First;
1566         int loc_Texture_Second;
1567         int loc_Texture_GammaRamps;
1568         int loc_Texture_Normal;
1569         int loc_Texture_Color;
1570         int loc_Texture_Gloss;
1571         int loc_Texture_Glow;
1572         int loc_Texture_SecondaryNormal;
1573         int loc_Texture_SecondaryColor;
1574         int loc_Texture_SecondaryGloss;
1575         int loc_Texture_SecondaryGlow;
1576         int loc_Texture_Pants;
1577         int loc_Texture_Shirt;
1578         int loc_Texture_FogMask;
1579         int loc_Texture_Lightmap;
1580         int loc_Texture_Deluxemap;
1581         int loc_Texture_Attenuation;
1582         int loc_Texture_Cube;
1583         int loc_Texture_Refraction;
1584         int loc_Texture_Reflection;
1585         int loc_Texture_ShadowMapRect;
1586         int loc_Texture_ShadowMapCube;
1587         int loc_Texture_ShadowMap2D;
1588         int loc_Texture_CubeProjection;
1589         int loc_FogColor;
1590         int loc_LightPosition;
1591         int loc_EyePosition;
1592         int loc_Color_Pants;
1593         int loc_Color_Shirt;
1594         int loc_FogRangeRecip;
1595         int loc_AmbientScale;
1596         int loc_DiffuseScale;
1597         int loc_SpecularScale;
1598         int loc_SpecularPower;
1599         int loc_GlowColor;
1600         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1601         int loc_OffsetMapping_Scale;
1602         int loc_TintColor;
1603         int loc_AmbientColor;
1604         int loc_DiffuseColor;
1605         int loc_SpecularColor;
1606         int loc_LightDir;
1607         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1608         int loc_GammaCoeff; ///< 1 / gamma
1609         int loc_DistortScaleRefractReflect;
1610         int loc_ScreenScaleRefractReflect;
1611         int loc_ScreenCenterRefractReflect;
1612         int loc_RefractColor;
1613         int loc_ReflectColor;
1614         int loc_ReflectFactor;
1615         int loc_ReflectOffset;
1616         int loc_UserVec1;
1617         int loc_UserVec2;
1618         int loc_UserVec3;
1619         int loc_UserVec4;
1620         int loc_ClientTime;
1621         int loc_PixelSize;
1622         int loc_Saturation;
1623         int loc_ShadowMap_TextureScale;
1624         int loc_ShadowMap_Parameters;
1625 }
1626 r_glsl_permutation_t;
1627
1628 #define SHADERPERMUTATION_HASHSIZE 4096
1629
1630 /// information about each possible shader permutation
1631 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1632 /// currently selected permutation
1633 r_glsl_permutation_t *r_glsl_permutation;
1634 /// storage for permutations linked in the hash table
1635 memexpandablearray_t r_glsl_permutationarray;
1636
1637 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1638 {
1639         //unsigned int hashdepth = 0;
1640         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1641         r_glsl_permutation_t *p;
1642         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1643         {
1644                 if (p->mode == mode && p->permutation == permutation)
1645                 {
1646                         //if (hashdepth > 10)
1647                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1648                         return p;
1649                 }
1650                 //hashdepth++;
1651         }
1652         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1653         p->mode = mode;
1654         p->permutation = permutation;
1655         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1656         r_glsl_permutationhash[mode][hashindex] = p;
1657         //if (hashdepth > 10)
1658         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1659         return p;
1660 }
1661
1662 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1663 {
1664         char *shaderstring;
1665         if (!filename || !filename[0])
1666                 return NULL;
1667         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1668         if (shaderstring)
1669         {
1670                 if (printfromdisknotice)
1671                         Con_DPrint("from disk... ");
1672                 return shaderstring;
1673         }
1674         else if (!strcmp(filename, "glsl/default.glsl"))
1675         {
1676                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1677                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1678         }
1679         return shaderstring;
1680 }
1681
1682 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1683 {
1684         int i;
1685         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1686         int vertstrings_count = 0;
1687         int geomstrings_count = 0;
1688         int fragstrings_count = 0;
1689         char *vertexstring, *geometrystring, *fragmentstring;
1690         const char *vertstrings_list[32+3];
1691         const char *geomstrings_list[32+3];
1692         const char *fragstrings_list[32+3];
1693         char permutationname[256];
1694
1695         if (p->compiled)
1696                 return;
1697         p->compiled = true;
1698         p->program = 0;
1699
1700         permutationname[0] = 0;
1701         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1702         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1703         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1704
1705         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1706
1707         // the first pretext is which type of shader to compile as
1708         // (later these will all be bound together as a program object)
1709         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1710         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1711         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1712
1713         // the second pretext is the mode (for example a light source)
1714         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1715         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1716         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1717         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1718
1719         // now add all the permutation pretexts
1720         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1721         {
1722                 if (permutation & (1<<i))
1723                 {
1724                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1725                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1726                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1727                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1728                 }
1729                 else
1730                 {
1731                         // keep line numbers correct
1732                         vertstrings_list[vertstrings_count++] = "\n";
1733                         geomstrings_list[geomstrings_count++] = "\n";
1734                         fragstrings_list[fragstrings_count++] = "\n";
1735                 }
1736         }
1737
1738         // now append the shader text itself
1739         vertstrings_list[vertstrings_count++] = vertexstring;
1740         geomstrings_list[geomstrings_count++] = geometrystring;
1741         fragstrings_list[fragstrings_count++] = fragmentstring;
1742
1743         // if any sources were NULL, clear the respective list
1744         if (!vertexstring)
1745                 vertstrings_count = 0;
1746         if (!geometrystring)
1747                 geomstrings_count = 0;
1748         if (!fragmentstring)
1749                 fragstrings_count = 0;
1750
1751         // compile the shader program
1752         if (vertstrings_count + geomstrings_count + fragstrings_count)
1753                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1754         if (p->program)
1755         {
1756                 CHECKGLERROR
1757                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1758                 // look up all the uniform variable names we care about, so we don't
1759                 // have to look them up every time we set them
1760                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1761                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1762                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1763                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1764                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1765                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1766                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1767                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1768                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1769                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1770                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1771                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1772                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1773                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1774                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1775                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1776                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1777                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1778                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1779                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1780                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1781                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1782                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1783                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
1784                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1785                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1786                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1787                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1788                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1789                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1790                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1791                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1792                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1793                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1794                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1795                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1796                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1797                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1798                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1799                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1800                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1801                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1802                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1803                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1804                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1805                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1806                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1807                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1808                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1809                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1810                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1811                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1812                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1813                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1814                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1815                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1816                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1817                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1818                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1819                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1820                 // initialize the samplers to refer to the texture units we use
1821                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1822                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1823                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1824                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1825                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1826                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1827                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1828                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1829                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1830                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1831                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1832                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1833                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1834                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1835                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1836                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1837                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1838                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1839                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1840                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1841                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1842                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1843                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1844                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1845                 CHECKGLERROR
1846                 if (developer.integer)
1847                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1848         }
1849         else
1850                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1851
1852         // free the strings
1853         if (vertexstring)
1854                 Mem_Free(vertexstring);
1855         if (geometrystring)
1856                 Mem_Free(geometrystring);
1857         if (fragmentstring)
1858                 Mem_Free(fragmentstring);
1859 }
1860
1861 void R_GLSL_Restart_f(void)
1862 {
1863         unsigned int i, limit;
1864         r_glsl_permutation_t *p;
1865         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1866         for (i = 0;i < limit;i++)
1867         {
1868                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1869                 {
1870                         GL_Backend_FreeProgram(p->program);
1871                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1872                 }
1873         }
1874         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1875 }
1876
1877 void R_GLSL_DumpShader_f(void)
1878 {
1879         int i;
1880
1881         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1882         if(!file)
1883         {
1884                 Con_Printf("failed to write to glsl/default.glsl\n");
1885                 return;
1886         }
1887
1888         FS_Print(file, "/* The engine may define the following macros:\n");
1889         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890         for (i = 0;i < SHADERMODE_COUNT;i++)
1891                 FS_Print(file, shadermodeinfo[i].pretext);
1892         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893                 FS_Print(file, shaderpermutationinfo[i].pretext);
1894         FS_Print(file, "*/\n");
1895         FS_Print(file, builtinshaderstring);
1896         FS_Close(file);
1897
1898         Con_Printf("glsl/default.glsl written\n");
1899 }
1900
1901 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1902 {
1903         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1904         if (r_glsl_permutation != perm)
1905         {
1906                 r_glsl_permutation = perm;
1907                 if (!r_glsl_permutation->program)
1908                 {
1909                         if (!r_glsl_permutation->compiled)
1910                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1911                         if (!r_glsl_permutation->program)
1912                         {
1913                                 // remove features until we find a valid permutation
1914                                 int i;
1915                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1916                                 {
1917                                         // reduce i more quickly whenever it would not remove any bits
1918                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1919                                         if (!(permutation & j))
1920                                                 continue;
1921                                         permutation -= j;
1922                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1923                                         if (!r_glsl_permutation->compiled)
1924                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1925                                         if (r_glsl_permutation->program)
1926                                                 break;
1927                                 }
1928                                 if (i >= SHADERPERMUTATION_COUNT)
1929                                 {
1930                                         Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1931                                         Cvar_SetValueQuick(&r_glsl, 0);
1932                                         R_GLSL_Restart_f(); // unload shaders
1933                                         return; // no bit left to clear
1934                                 }
1935                         }
1936                 }
1937                 CHECKGLERROR
1938                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1939         }
1940 }
1941
1942 void R_SetupGenericShader(qboolean usetexture)
1943 {
1944         if (gl_support_fragment_shader)
1945         {
1946                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1947                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1948                 else if (r_glsl_permutation)
1949                 {
1950                         r_glsl_permutation = NULL;
1951                         qglUseProgramObjectARB(0);CHECKGLERROR
1952                 }
1953         }
1954 }
1955
1956 void R_SetupGenericTwoTextureShader(int texturemode)
1957 {
1958         if (gl_support_fragment_shader)
1959         {
1960                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1961                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1962                 else if (r_glsl_permutation)
1963                 {
1964                         r_glsl_permutation = NULL;
1965                         qglUseProgramObjectARB(0);CHECKGLERROR
1966                 }
1967         }
1968         if (!r_glsl_permutation)
1969         {
1970                 if (texturemode == GL_DECAL && gl_combine.integer)
1971                         texturemode = GL_INTERPOLATE_ARB;
1972                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1973         }
1974 }
1975
1976 void R_SetupDepthOrShadowShader(void)
1977 {
1978         if (gl_support_fragment_shader)
1979         {
1980                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1981                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1982                 else if (r_glsl_permutation)
1983                 {
1984                         r_glsl_permutation = NULL;
1985                         qglUseProgramObjectARB(0);CHECKGLERROR
1986                 }
1987         }
1988 }
1989
1990 void R_SetupShowDepthShader(void)
1991 {
1992         if (gl_support_fragment_shader)
1993         {
1994                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1995                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1996                 else if (r_glsl_permutation)
1997                 {
1998                         r_glsl_permutation = NULL;
1999                         qglUseProgramObjectARB(0);CHECKGLERROR
2000                 }
2001         }
2002 }
2003
2004 extern rtexture_t *r_shadow_attenuationgradienttexture;
2005 extern rtexture_t *r_shadow_attenuation2dtexture;
2006 extern rtexture_t *r_shadow_attenuation3dtexture;
2007 extern qboolean r_shadow_usingshadowmaprect;
2008 extern qboolean r_shadow_usingshadowmapcube;
2009 extern qboolean r_shadow_usingshadowmap2d;
2010 extern float r_shadow_shadowmap_texturescale[2];
2011 extern float r_shadow_shadowmap_parameters[4];
2012 extern qboolean r_shadow_shadowmapvsdct;
2013 extern qboolean r_shadow_shadowmapsampler;
2014 extern int r_shadow_shadowmappcf;
2015 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2016 {
2017         // select a permutation of the lighting shader appropriate to this
2018         // combination of texture, entity, light source, and fogging, only use the
2019         // minimum features necessary to avoid wasting rendering time in the
2020         // fragment shader on features that are not being used
2021         unsigned int permutation = 0;
2022         unsigned int mode = 0;
2023         // TODO: implement geometry-shader based shadow volumes someday
2024         if (r_glsl_offsetmapping.integer)
2025         {
2026                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2027                 if (r_glsl_offsetmapping_reliefmapping.integer)
2028                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2029         }
2030         if (rsurfacepass == RSURFPASS_BACKGROUND)
2031         {
2032                 // distorted background
2033                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2034                         mode = SHADERMODE_WATER;
2035                 else
2036                         mode = SHADERMODE_REFRACTION;
2037         }
2038         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2039         {
2040                 // light source
2041                 mode = SHADERMODE_LIGHTSOURCE;
2042                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2043                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2044                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2045                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2046                 if (diffusescale > 0)
2047                         permutation |= SHADERPERMUTATION_DIFFUSE;
2048                 if (specularscale > 0)
2049                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2050                 if (r_refdef.fogenabled)
2051                         permutation |= SHADERPERMUTATION_FOG;
2052                 if (rsurface.texture->colormapping)
2053                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2054                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2055                 {
2056                         if (r_shadow_usingshadowmaprect)
2057                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2058                         if (r_shadow_usingshadowmap2d)
2059                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2060                         if (r_shadow_usingshadowmapcube)
2061                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2062                         else if(r_shadow_shadowmapvsdct)
2063                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2064
2065                         if (r_shadow_shadowmapsampler)
2066                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2067                         if (r_shadow_shadowmappcf > 1)
2068                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2069                         else if (r_shadow_shadowmappcf)
2070                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2071                 }
2072         }
2073         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2074         {
2075                 // unshaded geometry (fullbright or ambient model lighting)
2076                 mode = SHADERMODE_FLATCOLOR;
2077                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2078                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2079                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2080                         permutation |= SHADERPERMUTATION_GLOW;
2081                 if (r_refdef.fogenabled)
2082                         permutation |= SHADERPERMUTATION_FOG;
2083                 if (rsurface.texture->colormapping)
2084                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2085                 if (r_glsl_offsetmapping.integer)
2086                 {
2087                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2088                         if (r_glsl_offsetmapping_reliefmapping.integer)
2089                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2090                 }
2091                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2092                         permutation |= SHADERPERMUTATION_REFLECTION;
2093         }
2094         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2095         {
2096                 // directional model lighting
2097                 mode = SHADERMODE_LIGHTDIRECTION;
2098                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2099                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2100                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2101                         permutation |= SHADERPERMUTATION_GLOW;
2102                 permutation |= SHADERPERMUTATION_DIFFUSE;
2103                 if (specularscale > 0)
2104                         permutation |= SHADERPERMUTATION_SPECULAR;
2105                 if (r_refdef.fogenabled)
2106                         permutation |= SHADERPERMUTATION_FOG;
2107                 if (rsurface.texture->colormapping)
2108                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2109                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2110                         permutation |= SHADERPERMUTATION_REFLECTION;
2111         }
2112         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2113         {
2114                 // ambient model lighting
2115                 mode = SHADERMODE_LIGHTDIRECTION;
2116                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2117                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2118                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2119                         permutation |= SHADERPERMUTATION_GLOW;
2120                 if (r_refdef.fogenabled)
2121                         permutation |= SHADERPERMUTATION_FOG;
2122                 if (rsurface.texture->colormapping)
2123                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2124                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2125                         permutation |= SHADERPERMUTATION_REFLECTION;
2126         }
2127         else
2128         {
2129                 // lightmapped wall
2130                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2131                 {
2132                         // deluxemapping (light direction texture)
2133                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2134                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2135                         else
2136                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2137                         permutation |= SHADERPERMUTATION_DIFFUSE;
2138                         if (specularscale > 0)
2139                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2140                 }
2141                 else if (r_glsl_deluxemapping.integer >= 2)
2142                 {
2143                         // fake deluxemapping (uniform light direction in tangentspace)
2144                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2145                         permutation |= SHADERPERMUTATION_DIFFUSE;
2146                         if (specularscale > 0)
2147                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2148                 }
2149                 else if (rsurface.uselightmaptexture)
2150                 {
2151                         // ordinary lightmapping (q1bsp, q3bsp)
2152                         mode = SHADERMODE_LIGHTMAP;
2153                 }
2154                 else
2155                 {
2156                         // ordinary vertex coloring (q3bsp)
2157                         mode = SHADERMODE_VERTEXCOLOR;
2158                 }
2159                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2160                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2161                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2162                         permutation |= SHADERPERMUTATION_GLOW;
2163                 if (r_refdef.fogenabled)
2164                         permutation |= SHADERPERMUTATION_FOG;
2165                 if (rsurface.texture->colormapping)
2166                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2167                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2168                         permutation |= SHADERPERMUTATION_REFLECTION;
2169         }
2170         if(permutation & SHADERPERMUTATION_SPECULAR)
2171                 if(r_shadow_glossexact.integer)
2172                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2173         R_SetupShader_SetPermutation(mode, permutation);
2174         if (mode == SHADERMODE_LIGHTSOURCE)
2175         {
2176                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2177                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2178                 {
2179                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2180                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2181                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2182                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2183                 }
2184                 else
2185                 {
2186                         // ambient only is simpler
2187                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2188                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2189                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2190                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2191                 }
2192                 // additive passes are only darkened by fog, not tinted
2193                 if (r_glsl_permutation->loc_FogColor >= 0)
2194                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2195                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2196                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2197         }
2198         else
2199         {
2200                 if (mode == SHADERMODE_LIGHTDIRECTION)
2201                 {
2202                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
2203                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
2204                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2205                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2206                 }
2207                 else
2208                 {
2209                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2210                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2211                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2212                 }
2213                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2214                 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2215                 // additive passes are only darkened by fog, not tinted
2216                 if (r_glsl_permutation->loc_FogColor >= 0)
2217                 {
2218                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2219                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2220                         else
2221                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2222                 }
2223                 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2224                 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2225                 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2226                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2227                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2228                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2229                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2230         }
2231         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2232         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2233         if (r_glsl_permutation->loc_Color_Pants >= 0)
2234         {
2235                 if (rsurface.texture->currentskinframe->pants)
2236                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2237                 else
2238                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2239         }
2240         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2241         {
2242                 if (rsurface.texture->currentskinframe->shirt)
2243                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2244                 else
2245                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2246         }
2247         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2248         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2249         {
2250                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2251         }
2252         else
2253         {
2254                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2255         }
2256         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2257         CHECKGLERROR
2258 }
2259
2260 #define SKINFRAME_HASH 1024
2261
2262 typedef struct
2263 {
2264         int loadsequence; // incremented each level change
2265         memexpandablearray_t array;
2266         skinframe_t *hash[SKINFRAME_HASH];
2267 }
2268 r_skinframe_t;
2269 r_skinframe_t r_skinframe;
2270
2271 void R_SkinFrame_PrepareForPurge(void)
2272 {
2273         r_skinframe.loadsequence++;
2274         // wrap it without hitting zero
2275         if (r_skinframe.loadsequence >= 200)
2276                 r_skinframe.loadsequence = 1;
2277 }
2278
2279 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2280 {
2281         if (!skinframe)
2282                 return;
2283         // mark the skinframe as used for the purging code
2284         skinframe->loadsequence = r_skinframe.loadsequence;
2285 }
2286
2287 void R_SkinFrame_Purge(void)
2288 {
2289         int i;
2290         skinframe_t *s;
2291         for (i = 0;i < SKINFRAME_HASH;i++)
2292         {
2293                 for (s = r_skinframe.hash[i];s;s = s->next)
2294                 {
2295                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2296                         {
2297                                 if (s->merged == s->base)
2298                                         s->merged = NULL;
2299                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2300                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2301                                 R_PurgeTexture(s->merged);s->merged = NULL;
2302                                 R_PurgeTexture(s->base  );s->base   = NULL;
2303                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2304                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2305                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2306                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2307                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2308                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2309                                 s->loadsequence = 0;
2310                         }
2311                 }
2312         }
2313 }
2314
2315 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2316         skinframe_t *item;
2317         char basename[MAX_QPATH];
2318
2319         Image_StripImageExtension(name, basename, sizeof(basename));
2320
2321         if( last == NULL ) {
2322                 int hashindex;
2323                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2324                 item = r_skinframe.hash[hashindex];
2325         } else {
2326                 item = last->next;
2327         }
2328
2329         // linearly search through the hash bucket
2330         for( ; item ; item = item->next ) {
2331                 if( !strcmp( item->basename, basename ) ) {
2332                         return item;
2333                 }
2334         }
2335         return NULL;
2336 }
2337
2338 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2339 {
2340         skinframe_t *item;
2341         int hashindex;
2342         char basename[MAX_QPATH];
2343
2344         Image_StripImageExtension(name, basename, sizeof(basename));
2345
2346         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2347         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2348                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2349                         break;
2350
2351         if (!item) {
2352                 rtexture_t *dyntexture;
2353                 // check whether its a dynamic texture
2354                 dyntexture = CL_GetDynTexture( basename );
2355                 if (!add && !dyntexture)
2356                         return NULL;
2357                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2358                 memset(item, 0, sizeof(*item));
2359                 strlcpy(item->basename, basename, sizeof(item->basename));
2360                 item->base = dyntexture; // either NULL or dyntexture handle
2361                 item->textureflags = textureflags;
2362                 item->comparewidth = comparewidth;
2363                 item->compareheight = compareheight;
2364                 item->comparecrc = comparecrc;
2365                 item->next = r_skinframe.hash[hashindex];
2366                 r_skinframe.hash[hashindex] = item;
2367         }
2368         else if( item->base == NULL )
2369         {
2370                 rtexture_t *dyntexture;
2371                 // check whether its a dynamic texture
2372                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
2373                 dyntexture = CL_GetDynTexture( basename );
2374                 item->base = dyntexture; // either NULL or dyntexture handle
2375         }
2376
2377         R_SkinFrame_MarkUsed(item);
2378         return item;
2379 }
2380
2381 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2382         { \
2383                 unsigned long long avgcolor[5], wsum; \
2384                 int pix, comp, w; \
2385                 avgcolor[0] = 0; \
2386                 avgcolor[1] = 0; \
2387                 avgcolor[2] = 0; \
2388                 avgcolor[3] = 0; \
2389                 avgcolor[4] = 0; \
2390                 wsum = 0; \
2391                 for(pix = 0; pix < cnt; ++pix) \
2392                 { \
2393                         w = 0; \
2394                         for(comp = 0; comp < 3; ++comp) \
2395                                 w += getpixel; \
2396                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2397                         { \
2398                                 ++wsum; \
2399                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2400                                 w = getpixel; \
2401                                 for(comp = 0; comp < 3; ++comp) \
2402                                         avgcolor[comp] += getpixel * w; \
2403                                 avgcolor[3] += w; \
2404                         } \
2405                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2406                         avgcolor[4] += getpixel; \
2407                 } \
2408                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2409                         avgcolor[3] = 1; \
2410                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2411                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2412                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2413                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2414         }
2415
2416 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2417 {
2418         // FIXME: it should be possible to disable loading various layers using
2419         // cvars, to prevent wasted loading time and memory usage if the user does
2420         // not want them
2421         qboolean loadnormalmap = true;
2422         qboolean loadgloss = true;
2423         qboolean loadpantsandshirt = true;
2424         qboolean loadglow = true;
2425         int j;
2426         unsigned char *pixels;
2427         unsigned char *bumppixels;
2428         unsigned char *basepixels = NULL;
2429         int basepixels_width;
2430         int basepixels_height;
2431         skinframe_t *skinframe;
2432
2433         *has_alpha = false;
2434
2435         if (cls.state == ca_dedicated)
2436                 return NULL;
2437
2438         // return an existing skinframe if already loaded
2439         // if loading of the first image fails, don't make a new skinframe as it
2440         // would cause all future lookups of this to be missing
2441         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2442         if (skinframe && skinframe->base)
2443                 return skinframe;
2444
2445         basepixels = loadimagepixelsbgra(name, complain, true);
2446         if (basepixels == NULL)
2447                 return NULL;
2448
2449         if (developer_loading.integer)
2450                 Con_Printf("loading skin \"%s\"\n", name);
2451
2452         // we've got some pixels to store, so really allocate this new texture now
2453         if (!skinframe)
2454                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2455         skinframe->stain = NULL;
2456         skinframe->merged = NULL;
2457         skinframe->base = r_texture_notexture;
2458         skinframe->pants = NULL;
2459         skinframe->shirt = NULL;
2460         skinframe->nmap = r_texture_blanknormalmap;
2461         skinframe->gloss = NULL;
2462         skinframe->glow = NULL;
2463         skinframe->fog = NULL;
2464
2465         basepixels_width = image_width;
2466         basepixels_height = image_height;
2467         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2468
2469         if (textureflags & TEXF_ALPHA)
2470         {
2471                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2472                         if (basepixels[j] < 255)
2473                                 break;
2474                 if (j < basepixels_width * basepixels_height * 4)
2475                 {
2476                         // has transparent pixels
2477                         *has_alpha = true;
2478                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2479                         for (j = 0;j < image_width * image_height * 4;j += 4)
2480                         {
2481                                 pixels[j+0] = 255;
2482                                 pixels[j+1] = 255;
2483                                 pixels[j+2] = 255;
2484                                 pixels[j+3] = basepixels[j+3];
2485                         }
2486                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2487                         Mem_Free(pixels);
2488                 }
2489         }
2490
2491         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2492         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2493
2494         // _norm is the name used by tenebrae and has been adopted as standard
2495         if (loadnormalmap)
2496         {
2497                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2498                 {
2499                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2500                         Mem_Free(pixels);
2501                         pixels = NULL;
2502                 }
2503                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2504                 {
2505                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2506                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2507                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2508                         Mem_Free(pixels);
2509                         Mem_Free(bumppixels);
2510                 }
2511                 else if (r_shadow_bumpscale_basetexture.value > 0)
2512                 {
2513                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2514                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2515                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2516                         Mem_Free(pixels);
2517                 }
2518         }
2519         // _luma is supported for tenebrae compatibility
2520         // (I think it's a very stupid name, but oh well)
2521         // _glow is the preferred name
2522         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2523         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2524         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2525         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2526
2527         if (basepixels)
2528                 Mem_Free(basepixels);
2529
2530         return skinframe;
2531 }
2532
2533 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2534 {
2535         qboolean has_alpha;
2536         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2537 }
2538
2539 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)
2540 {
2541         int i;
2542         if (!force)
2543         {
2544                 for (i = 0;i < width*height;i++)
2545                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2546                                 break;
2547                 if (i == width*height)
2548                         return NULL;
2549         }
2550         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2551 }
2552
2553 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2554 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2555 {
2556         int i;
2557         unsigned char *temp1, *temp2;
2558         skinframe_t *skinframe;
2559
2560         if (cls.state == ca_dedicated)
2561                 return NULL;
2562
2563         // if already loaded just return it, otherwise make a new skinframe
2564         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2565         if (skinframe && skinframe->base)
2566                 return skinframe;
2567
2568         skinframe->stain = NULL;
2569         skinframe->merged = NULL;
2570         skinframe->base = r_texture_notexture;
2571         skinframe->pants = NULL;
2572         skinframe->shirt = NULL;
2573         skinframe->nmap = r_texture_blanknormalmap;
2574         skinframe->gloss = NULL;
2575         skinframe->glow = NULL;
2576         skinframe->fog = NULL;
2577
2578         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2579         if (!skindata)
2580                 return NULL;
2581
2582         if (developer_loading.integer)
2583                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2584
2585         if (r_shadow_bumpscale_basetexture.value > 0)
2586         {
2587                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2588                 temp2 = temp1 + width * height * 4;
2589                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2590                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2591                 Mem_Free(temp1);
2592         }
2593         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2594         if (textureflags & TEXF_ALPHA)
2595         {
2596                 for (i = 3;i < width * height * 4;i += 4)
2597                         if (skindata[i] < 255)
2598                                 break;
2599                 if (i < width * height * 4)
2600                 {
2601                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2602                         memcpy(fogpixels, skindata, width * height * 4);
2603                         for (i = 0;i < width * height * 4;i += 4)
2604                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2605                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2606                         Mem_Free(fogpixels);
2607                 }
2608         }
2609
2610         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2611         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2612
2613         return skinframe;
2614 }
2615
2616 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2617 {
2618         int i;
2619         unsigned char *temp1, *temp2;
2620         unsigned int *palette;
2621         skinframe_t *skinframe;
2622
2623         if (cls.state == ca_dedicated)
2624                 return NULL;
2625
2626         // if already loaded just return it, otherwise make a new skinframe
2627         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2628         if (skinframe && skinframe->base)
2629                 return skinframe;
2630
2631         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2632
2633         skinframe->stain = NULL;
2634         skinframe->merged = NULL;
2635         skinframe->base = r_texture_notexture;
2636         skinframe->pants = NULL;
2637         skinframe->shirt = NULL;
2638         skinframe->nmap = r_texture_blanknormalmap;
2639         skinframe->gloss = NULL;
2640         skinframe->glow = NULL;
2641         skinframe->fog = NULL;
2642
2643         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2644         if (!skindata)
2645                 return NULL;
2646
2647         if (developer_loading.integer)
2648                 Con_Printf("loading quake skin \"%s\"\n", name);
2649
2650         if (r_shadow_bumpscale_basetexture.value > 0)
2651         {
2652                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2653                 temp2 = temp1 + width * height * 4;
2654                 // use either a custom palette or the quake palette
2655                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2656                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2657                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2658                 Mem_Free(temp1);
2659         }
2660         // use either a custom palette, or the quake palette
2661         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2662         if (loadglowtexture)
2663                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2664         if (loadpantsandshirt)
2665         {
2666                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2667                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2668         }
2669         if (skinframe->pants || skinframe->shirt)
2670                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2671         if (textureflags & TEXF_ALPHA)
2672         {
2673                 for (i = 0;i < width * height;i++)
2674                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2675                                 break;
2676                 if (i < width * height)
2677                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2678         }
2679
2680         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2681         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2682
2683         return skinframe;
2684 }
2685
2686 skinframe_t *R_SkinFrame_LoadMissing(void)
2687 {
2688         skinframe_t *skinframe;
2689
2690         if (cls.state == ca_dedicated)
2691                 return NULL;
2692
2693         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2694         skinframe->stain = NULL;
2695         skinframe->merged = NULL;
2696         skinframe->base = r_texture_notexture;
2697         skinframe->pants = NULL;
2698         skinframe->shirt = NULL;
2699         skinframe->nmap = r_texture_blanknormalmap;
2700         skinframe->gloss = NULL;
2701         skinframe->glow = NULL;
2702         skinframe->fog = NULL;
2703
2704         skinframe->avgcolor[0] = rand() / RAND_MAX;
2705         skinframe->avgcolor[1] = rand() / RAND_MAX;
2706         skinframe->avgcolor[2] = rand() / RAND_MAX;
2707         skinframe->avgcolor[3] = 1;
2708
2709         return skinframe;
2710 }
2711
2712 void gl_main_start(void)
2713 {
2714         r_numqueries = 0;
2715         r_maxqueries = 0;
2716         memset(r_queries, 0, sizeof(r_queries));
2717
2718         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2719         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2720
2721         // set up r_skinframe loading system for textures
2722         memset(&r_skinframe, 0, sizeof(r_skinframe));
2723         r_skinframe.loadsequence = 1;
2724         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2725
2726         r_main_texturepool = R_AllocTexturePool();
2727         R_BuildBlankTextures();
2728         R_BuildNoTexture();
2729         if (gl_texturecubemap)
2730         {
2731                 R_BuildWhiteCube();
2732                 R_BuildNormalizationCube();
2733         }
2734         r_texture_fogattenuation = NULL;
2735         r_texture_gammaramps = NULL;
2736         //r_texture_fogintensity = NULL;
2737         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2738         memset(&r_waterstate, 0, sizeof(r_waterstate));
2739         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2740         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2741         memset(&r_svbsp, 0, sizeof (r_svbsp));
2742
2743         r_refdef.fogmasktable_density = 0;
2744 }
2745
2746 extern rtexture_t *loadingscreentexture;
2747 void gl_main_shutdown(void)
2748 {
2749         if (r_maxqueries)
2750                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2751
2752         r_numqueries = 0;
2753         r_maxqueries = 0;
2754         memset(r_queries, 0, sizeof(r_queries));
2755
2756         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2757         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2758
2759         // clear out the r_skinframe state
2760         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2761         memset(&r_skinframe, 0, sizeof(r_skinframe));
2762
2763         if (r_svbsp.nodes)
2764                 Mem_Free(r_svbsp.nodes);
2765         memset(&r_svbsp, 0, sizeof (r_svbsp));
2766         R_FreeTexturePool(&r_main_texturepool);
2767         loadingscreentexture = NULL;
2768         r_texture_blanknormalmap = NULL;
2769         r_texture_white = NULL;
2770         r_texture_grey128 = NULL;
2771         r_texture_black = NULL;
2772         r_texture_whitecube = NULL;
2773         r_texture_normalizationcube = NULL;
2774         r_texture_fogattenuation = NULL;
2775         r_texture_gammaramps = NULL;
2776         //r_texture_fogintensity = NULL;
2777         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2778         memset(&r_waterstate, 0, sizeof(r_waterstate));
2779         R_GLSL_Restart_f();
2780 }
2781
2782 extern void CL_ParseEntityLump(char *entitystring);
2783 void gl_main_newmap(void)
2784 {
2785         // FIXME: move this code to client
2786         int l;
2787         char *entities, entname[MAX_QPATH];
2788         if (cl.worldmodel)
2789         {
2790                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2791                 l = (int)strlen(entname) - 4;
2792                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2793                 {
2794                         memcpy(entname + l, ".ent", 5);
2795                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2796                         {
2797                                 CL_ParseEntityLump(entities);
2798                                 Mem_Free(entities);
2799                                 return;
2800                         }
2801                 }
2802                 if (cl.worldmodel->brush.entities)
2803                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2804         }
2805 }
2806
2807 void GL_Main_Init(void)
2808 {
2809         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2810
2811         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2812         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2813         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2814         if (gamemode == GAME_NEHAHRA)
2815         {
2816                 Cvar_RegisterVariable (&gl_fogenable);
2817                 Cvar_RegisterVariable (&gl_fogdensity);
2818                 Cvar_RegisterVariable (&gl_fogred);
2819                 Cvar_RegisterVariable (&gl_foggreen);
2820                 Cvar_RegisterVariable (&gl_fogblue);
2821                 Cvar_RegisterVariable (&gl_fogstart);
2822                 Cvar_RegisterVariable (&gl_fogend);
2823                 Cvar_RegisterVariable (&gl_skyclip);
2824         }
2825         Cvar_RegisterVariable(&r_motionblur);
2826         Cvar_RegisterVariable(&r_motionblur_maxblur);
2827         Cvar_RegisterVariable(&r_motionblur_bmin);
2828         Cvar_RegisterVariable(&r_motionblur_vmin);
2829         Cvar_RegisterVariable(&r_motionblur_vmax);
2830         Cvar_RegisterVariable(&r_motionblur_vcoeff);
2831         Cvar_RegisterVariable(&r_motionblur_randomize);
2832         Cvar_RegisterVariable(&r_damageblur);
2833         Cvar_RegisterVariable(&r_animcache);
2834         Cvar_RegisterVariable(&r_depthfirst);
2835         Cvar_RegisterVariable(&r_useinfinitefarclip);
2836         Cvar_RegisterVariable(&r_nearclip);
2837         Cvar_RegisterVariable(&r_showbboxes);
2838         Cvar_RegisterVariable(&r_showsurfaces);
2839         Cvar_RegisterVariable(&r_showtris);
2840         Cvar_RegisterVariable(&r_shownormals);
2841         Cvar_RegisterVariable(&r_showlighting);
2842         Cvar_RegisterVariable(&r_showshadowvolumes);
2843         Cvar_RegisterVariable(&r_showcollisionbrushes);
2844         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2845         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2846         Cvar_RegisterVariable(&r_showdisabledepthtest);
2847         Cvar_RegisterVariable(&r_drawportals);
2848         Cvar_RegisterVariable(&r_drawentities);
2849         Cvar_RegisterVariable(&r_cullentities_trace);
2850         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2851         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2852         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2853         Cvar_RegisterVariable(&r_drawviewmodel);
2854         Cvar_RegisterVariable(&r_speeds);
2855         Cvar_RegisterVariable(&r_fullbrights);
2856         Cvar_RegisterVariable(&r_wateralpha);
2857         Cvar_RegisterVariable(&r_dynamic);
2858         Cvar_RegisterVariable(&r_fullbright);
2859         Cvar_RegisterVariable(&r_shadows);
2860         Cvar_RegisterVariable(&r_shadows_darken);
2861         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2862         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2863         Cvar_RegisterVariable(&r_shadows_throwdistance);
2864         Cvar_RegisterVariable(&r_shadows_throwdirection);
2865         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2866         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2867         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2868         Cvar_RegisterVariable(&r_fog_exp2);
2869         Cvar_RegisterVariable(&r_drawfog);
2870         Cvar_RegisterVariable(&r_textureunits);
2871         Cvar_RegisterVariable(&r_glsl);
2872         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2873         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2874         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2875         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2876         Cvar_RegisterVariable(&r_glsl_postprocess);
2877         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2878         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2879         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2880         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2881         Cvar_RegisterVariable(&r_glsl_usegeneric);
2882         Cvar_RegisterVariable(&r_water);
2883         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2884         Cvar_RegisterVariable(&r_water_clippingplanebias);
2885         Cvar_RegisterVariable(&r_water_refractdistort);
2886         Cvar_RegisterVariable(&r_water_reflectdistort);
2887         Cvar_RegisterVariable(&r_lerpsprites);
2888         Cvar_RegisterVariable(&r_lerpmodels);
2889         Cvar_RegisterVariable(&r_lerplightstyles);
2890         Cvar_RegisterVariable(&r_waterscroll);
2891         Cvar_RegisterVariable(&r_bloom);
2892         Cvar_RegisterVariable(&r_bloom_colorscale);
2893         Cvar_RegisterVariable(&r_bloom_brighten);
2894         Cvar_RegisterVariable(&r_bloom_blur);
2895         Cvar_RegisterVariable(&r_bloom_resolution);
2896         Cvar_RegisterVariable(&r_bloom_colorexponent);
2897         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2898         Cvar_RegisterVariable(&r_hdr);
2899         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2900         Cvar_RegisterVariable(&r_hdr_glowintensity);
2901         Cvar_RegisterVariable(&r_hdr_range);
2902         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2903         Cvar_RegisterVariable(&developer_texturelogging);
2904         Cvar_RegisterVariable(&gl_lightmaps);
2905         Cvar_RegisterVariable(&r_test);
2906         Cvar_RegisterVariable(&r_batchmode);
2907         Cvar_RegisterVariable(&r_glsl_saturation);
2908         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2909                 Cvar_SetValue("r_fullbrights", 0);
2910         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2911
2912         Cvar_RegisterVariable(&r_track_sprites);
2913         Cvar_RegisterVariable(&r_track_sprites_flags);
2914         Cvar_RegisterVariable(&r_track_sprites_scalew);
2915         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2916 }
2917
2918 extern void R_Textures_Init(void);
2919 extern void GL_Draw_Init(void);
2920 extern void GL_Main_Init(void);
2921 extern void R_Shadow_Init(void);
2922 extern void R_Sky_Init(void);
2923 extern void GL_Surf_Init(void);
2924 extern void R_Particles_Init(void);
2925 extern void R_Explosion_Init(void);
2926 extern void gl_backend_init(void);
2927 extern void Sbar_Init(void);
2928 extern void R_LightningBeams_Init(void);
2929 extern void Mod_RenderInit(void);
2930
2931 void Render_Init(void)
2932 {
2933         gl_backend_init();
2934         R_Textures_Init();
2935         GL_Main_Init();
2936         GL_Draw_Init();
2937         R_Shadow_Init();
2938         R_Sky_Init();
2939         GL_Surf_Init();
2940         Sbar_Init();
2941         R_Particles_Init();
2942         R_Explosion_Init();
2943         R_LightningBeams_Init();
2944         Mod_RenderInit();
2945 }
2946
2947 /*
2948 ===============
2949 GL_Init
2950 ===============
2951 */
2952 extern char *ENGINE_EXTENSIONS;
2953 void GL_Init (void)
2954 {
2955         gl_renderer = (const char *)qglGetString(GL_RENDERER);
2956         gl_vendor = (const char *)qglGetString(GL_VENDOR);
2957         gl_version = (const char *)qglGetString(GL_VERSION);
2958         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2959
2960         if (!gl_extensions)
2961                 gl_extensions = "";
2962         if (!gl_platformextensions)
2963                 gl_platformextensions = "";
2964
2965         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2966         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2967         Con_Printf("GL_VERSION: %s\n", gl_version);
2968         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2969         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2970
2971         VID_CheckExtensions();
2972
2973         // LordHavoc: report supported extensions
2974         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2975
2976         // clear to black (loading plaque will be seen over this)
2977         CHECKGLERROR
2978         qglClearColor(0,0,0,1);CHECKGLERROR
2979         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2980 }
2981
2982 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2983 {
2984         int i;
2985         mplane_t *p;
2986         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2987         {
2988                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2989                 if (i == 4)
2990                         continue;
2991                 p = r_refdef.view.frustum + i;
2992                 switch(p->signbits)
2993                 {
2994                 default:
2995                 case 0:
2996                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2997                                 return true;
2998                         break;
2999                 case 1:
3000                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3001                                 return true;
3002                         break;
3003                 case 2:
3004                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3005                                 return true;
3006                         break;
3007                 case 3:
3008                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3009                                 return true;
3010                         break;
3011                 case 4:
3012                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3013                                 return true;
3014                         break;
3015                 case 5:
3016                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3017                                 return true;
3018                         break;
3019                 case 6:
3020                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3021                                 return true;
3022                         break;
3023                 case 7:
3024                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3025                                 return true;
3026                         break;
3027                 }
3028         }
3029         return false;
3030 }
3031
3032 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3033 {
3034         int i;
3035         const mplane_t *p;
3036         for (i = 0;i < numplanes;i++)
3037         {
3038                 p = planes + i;
3039                 switch(p->signbits)
3040                 {
3041                 default:
3042                 case 0:
3043                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3044                                 return true;
3045                         break;
3046                 case 1:
3047                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3048                                 return true;
3049                         break;
3050                 case 2:
3051                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3052                                 return true;
3053                         break;
3054                 case 3:
3055                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3056                                 return true;
3057                         break;
3058                 case 4:
3059                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3060                                 return true;
3061                         break;
3062                 case 5:
3063                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3064                                 return true;
3065                         break;
3066                 case 6:
3067                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3068                                 return true;
3069                         break;
3070                 case 7:
3071                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3072                                 return true;
3073                         break;
3074                 }
3075         }
3076         return false;
3077 }
3078
3079 //==================================================================================
3080
3081 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3082
3083 /**
3084  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3085  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3086  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3087  */
3088
3089 typedef struct r_animcache_entity_s
3090 {
3091         float *vertex3f;
3092         float *normal3f;
3093         float *svector3f;
3094         float *tvector3f;
3095         int maxvertices;
3096         qboolean wantnormals;
3097         qboolean wanttangents;
3098 }
3099 r_animcache_entity_t;
3100
3101 typedef struct r_animcache_s
3102 {
3103         r_animcache_entity_t entity[MAX_EDICTS*2];
3104         int maxindex;
3105         int currentindex;
3106 }
3107 r_animcache_t;
3108
3109 static r_animcache_t r_animcachestate;
3110
3111 void R_AnimCache_Free(void)
3112 {
3113         int idx;
3114         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3115         {
3116                 r_animcachestate.entity[idx].maxvertices = 0;
3117                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3118                 r_animcachestate.entity[idx].vertex3f = NULL;
3119                 r_animcachestate.entity[idx].normal3f = NULL;
3120                 r_animcachestate.entity[idx].svector3f = NULL;
3121                 r_animcachestate.entity[idx].tvector3f = NULL;
3122         }
3123         r_animcachestate.currentindex = 0;
3124         r_animcachestate.maxindex = 0;
3125 }
3126
3127 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3128 {
3129         int arraySize;
3130         float *base;
3131         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3132
3133         if (cache->maxvertices >= numvertices)
3134                 return;
3135
3136         // Release existing memory
3137         if (cache->vertex3f)
3138                 Mem_Free(cache->vertex3f);
3139
3140         // Pad by 1024 verts
3141         cache->maxvertices = (numvertices + 1023) & ~1023;
3142         arraySize = cache->maxvertices * 3;
3143
3144         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3145         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3146         r_animcachestate.entity[cacheIdx].vertex3f = base;
3147         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3148         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3149         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3150
3151 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3152 }
3153
3154 void R_AnimCache_NewFrame(void)
3155 {
3156         int i;
3157
3158         if (r_animcache.integer && r_drawentities.integer)
3159                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3160         else if (r_animcachestate.maxindex)
3161                 R_AnimCache_Free();
3162
3163         r_animcachestate.currentindex = 0;
3164
3165         for (i = 0;i < r_refdef.scene.numentities;i++)
3166                 r_refdef.scene.entities[i]->animcacheindex = -1;
3167 }
3168
3169 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3170 {
3171         dp_model_t *model = ent->model;
3172         r_animcache_entity_t *c;
3173         // see if it's already cached this frame
3174         if (ent->animcacheindex >= 0)
3175         {
3176                 // add normals/tangents if needed
3177                 c = r_animcachestate.entity + ent->animcacheindex;
3178                 if (c->wantnormals)
3179                         wantnormals = false;
3180                 if (c->wanttangents)
3181                         wanttangents = false;
3182                 if (wantnormals || wanttangents)
3183                         model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3184         }
3185         else
3186         {
3187                 // see if this ent is worth caching
3188                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3189                         return false;
3190                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3191                         return false;
3192                 // assign it a cache entry and make sure the arrays are big enough
3193                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3194                 ent->animcacheindex = r_animcachestate.currentindex++;
3195                 c = r_animcachestate.entity + ent->animcacheindex;
3196                 c->wantnormals = wantnormals;
3197                 c->wanttangents = wanttangents;
3198                 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3199         }
3200         return true;
3201 }
3202
3203 void R_AnimCache_CacheVisibleEntities(void)
3204 {
3205         int i;
3206         qboolean wantnormals;
3207         qboolean wanttangents;
3208
3209         if (!r_animcachestate.maxindex)
3210                 return;
3211
3212         wantnormals = !r_showsurfaces.integer;
3213         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3214
3215         // TODO: thread this?
3216
3217         for (i = 0;i < r_refdef.scene.numentities;i++)
3218         {
3219                 if (!r_refdef.viewcache.entityvisible[i])
3220                         continue;
3221                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3222         }
3223 }
3224
3225 //==================================================================================
3226
3227 static void R_View_UpdateEntityLighting (void)
3228 {
3229         int i;
3230         entity_render_t *ent;
3231         vec3_t tempdiffusenormal;
3232
3233         for (i = 0;i < r_refdef.scene.numentities;i++)
3234         {
3235                 ent = r_refdef.scene.entities[i];
3236
3237                 // skip unseen models
3238                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3239                         continue;
3240
3241                 // skip bsp models
3242                 if (ent->model && ent->model->brush.num_leafs)
3243                 {
3244                         // TODO: use modellight for r_ambient settings on world?
3245                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3246                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3247                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3248                         continue;
3249                 }
3250
3251                 // fetch the lighting from the worldmodel data
3252                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3253                 VectorClear(ent->modellight_diffuse);
3254                 VectorClear(tempdiffusenormal);
3255                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3256                 {
3257                         vec3_t org;
3258                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3259                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3260                 }
3261                 else // highly rare
3262                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3263
3264                 // move the light direction into modelspace coordinates for lighting code
3265                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3266                 if(VectorLength2(ent->modellight_lightdir) == 0)
3267                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3268                 VectorNormalize(ent->modellight_lightdir);
3269         }
3270 }
3271
3272 static void R_View_UpdateEntityVisible (void)
3273 {
3274         int i, renderimask;
3275         entity_render_t *ent;
3276
3277         if (!r_drawentities.integer)
3278                 return;
3279
3280         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3281         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3282         {
3283                 // worldmodel can check visibility
3284                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3285                 for (i = 0;i < r_refdef.scene.numentities;i++)
3286                 {
3287                         ent = r_refdef.scene.entities[i];
3288                         if (!(ent->flags & renderimask))
3289                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3290                         if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3291                                 r_refdef.viewcache.entityvisible[i] = true;
3292                 }
3293                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3294                 {
3295                         for (i = 0;i < r_refdef.scene.numentities;i++)
3296                         {
3297                                 ent = r_refdef.scene.entities[i];
3298                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
3299                                 {
3300                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
3301                                                 ent->last_trace_visibility = realtime;
3302                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3303                                                 r_refdef.viewcache.entityvisible[i] = 0;
3304                                 }
3305                         }
3306                 }
3307         }
3308         else
3309         {
3310                 // no worldmodel or it can't check visibility
3311                 for (i = 0;i < r_refdef.scene.numentities;i++)
3312                 {
3313                         ent = r_refdef.scene.entities[i];
3314                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
3315                 }
3316         }
3317 }
3318
3319 /// only used if skyrendermasked, and normally returns false
3320 int R_DrawBrushModelsSky (void)
3321 {
3322         int i, sky;
3323         entity_render_t *ent;
3324
3325         if (!r_drawentities.integer)
3326                 return false;
3327
3328         sky = false;
3329         for (i = 0;i < r_refdef.scene.numentities;i++)
3330         {
3331                 if (!r_refdef.viewcache.entityvisible[i])
3332                         continue;
3333                 ent = r_refdef.scene.entities[i];
3334                 if (!ent->model || !ent->model->DrawSky)
3335                         continue;
3336                 ent->model->DrawSky(ent);
3337                 sky = true;
3338         }
3339         return sky;
3340 }
3341
3342 static void R_DrawNoModel(entity_render_t *ent);
3343 static void R_DrawModels(void)
3344 {
3345         int i;
3346         entity_render_t *ent;
3347
3348         if (!r_drawentities.integer)
3349                 return;
3350
3351         for (i = 0;i < r_refdef.scene.numentities;i++)
3352         {
3353                 if (!r_refdef.viewcache.entityvisible[i])
3354                         continue;
3355                 ent = r_refdef.scene.entities[i];
3356                 r_refdef.stats.entities++;
3357                 if (ent->model && ent->model->Draw != NULL)
3358                         ent->model->Draw(ent);
3359                 else
3360                         R_DrawNoModel(ent);
3361         }
3362 }
3363
3364 static void R_DrawModelsDepth(void)
3365 {
3366         int i;
3367         entity_render_t *ent;
3368
3369         if (!r_drawentities.integer)
3370                 return;
3371
3372         for (i = 0;i < r_refdef.scene.numentities;i++)
3373         {
3374                 if (!r_refdef.viewcache.entityvisible[i])
3375                         continue;
3376                 ent = r_refdef.scene.entities[i];
3377                 if (ent->model && ent->model->DrawDepth != NULL)
3378                         ent->model->DrawDepth(ent);
3379         }
3380 }
3381
3382 static void R_DrawModelsDebug(void)
3383 {
3384         int i;
3385         entity_render_t *ent;
3386
3387         if (!r_drawentities.integer)
3388                 return;
3389
3390         for (i = 0;i < r_refdef.scene.numentities;i++)
3391         {
3392                 if (!r_refdef.viewcache.entityvisible[i])
3393                         continue;
3394                 ent = r_refdef.scene.entities[i];
3395                 if (ent->model && ent->model->DrawDebug != NULL)
3396                         ent->model->DrawDebug(ent);
3397         }
3398 }
3399
3400 static void R_DrawModelsAddWaterPlanes(void)
3401 {
3402         int i;
3403         entity_render_t *ent;
3404
3405         if (!r_drawentities.integer)
3406                 return;
3407
3408         for (i = 0;i < r_refdef.scene.numentities;i++)
3409         {
3410                 if (!r_refdef.viewcache.entityvisible[i])
3411                         continue;
3412                 ent = r_refdef.scene.entities[i];
3413                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3414                         ent->model->DrawAddWaterPlanes(ent);
3415         }
3416 }
3417
3418 static void R_View_SetFrustum(void)
3419 {
3420         int i;
3421         double slopex, slopey;
3422         vec3_t forward, left, up, origin;
3423
3424         // we can't trust r_refdef.view.forward and friends in reflected scenes
3425         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3426
3427 #if 0
3428         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3429         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3430         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3431         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3432         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3433         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3434         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3435         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3436         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3437         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3438         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3439         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3440 #endif
3441
3442 #if 0
3443         zNear = r_refdef.nearclip;
3444         nudge = 1.0 - 1.0 / (1<<23);
3445         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3446         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3447         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3448         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3449         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3450         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3451         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3452         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3453 #endif
3454
3455
3456
3457 #if 0
3458         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3459         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3460         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3461         r_refdef.view.frustum[0].dist = m[15] - m[12];
3462
3463         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3464         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3465         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3466         r_refdef.view.frustum[1].dist = m[15] + m[12];
3467
3468         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3469         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3470         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3471         r_refdef.view.frustum[2].dist = m[15] - m[13];
3472
3473         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3474         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3475         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3476         r_refdef.view.frustum[3].dist = m[15] + m[13];
3477
3478         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3479         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3480         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3481         r_refdef.view.frustum[4].dist = m[15] - m[14];
3482
3483         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3484         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3485         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3486         r_refdef.view.frustum[5].dist = m[15] + m[14];
3487 #endif
3488
3489         if (r_refdef.view.useperspective)
3490         {
3491                 slopex = 1.0 / r_refdef.view.frustum_x;
3492                 slopey = 1.0 / r_refdef.view.frustum_y;
3493                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3494                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3495                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3496                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3497                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3498
3499                 // Leaving those out was a mistake, those were in the old code, and they
3500                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3501                 // I couldn't reproduce it after adding those normalizations. --blub
3502                 VectorNormalize(r_refdef.view.frustum[0].normal);
3503                 VectorNormalize(r_refdef.view.frustum[1].normal);
3504                 VectorNormalize(r_refdef.view.frustum[2].normal);
3505                 VectorNormalize(r_refdef.view.frustum[3].normal);
3506
3507                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3508                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3509                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3510                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3511                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3512
3513                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3514                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3515                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3516                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3517                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3518         }
3519         else
3520         {
3521                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3522                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3523                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3524                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3525                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3526                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3527                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3528                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3529                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3530                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3531         }
3532         r_refdef.view.numfrustumplanes = 5;
3533
3534         if (r_refdef.view.useclipplane)
3535         {
3536                 r_refdef.view.numfrustumplanes = 6;
3537                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3538         }
3539
3540         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3541                 PlaneClassify(r_refdef.view.frustum + i);
3542
3543         // LordHavoc: note to all quake engine coders, Quake had a special case
3544         // for 90 degrees which assumed a square view (wrong), so I removed it,
3545         // Quake2 has it disabled as well.
3546
3547         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3548         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3549         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3550         //PlaneClassify(&frustum[0]);
3551
3552         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3553         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3554         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3555         //PlaneClassify(&frustum[1]);
3556
3557         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3558         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3559         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3560         //PlaneClassify(&frustum[2]);
3561
3562         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3563         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3564         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3565         //PlaneClassify(&frustum[3]);
3566
3567         // nearclip plane
3568         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3569         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3570         //PlaneClassify(&frustum[4]);
3571 }
3572
3573 void R_View_Update(void)
3574 {
3575         R_View_SetFrustum();
3576         R_View_WorldVisibility(r_refdef.view.useclipplane);
3577         R_View_UpdateEntityVisible();
3578         R_View_UpdateEntityLighting();
3579 }
3580
3581 void R_SetupView(qboolean allowwaterclippingplane)
3582 {
3583         const double *customclipplane = NULL;
3584         double plane[4];
3585         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3586         {
3587                 // LordHavoc: couldn't figure out how to make this approach the
3588                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3589                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3590                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3591                         dist = r_refdef.view.clipplane.dist;
3592                 plane[0] = r_refdef.view.clipplane.normal[0];
3593                 plane[1] = r_refdef.view.clipplane.normal[1];
3594                 plane[2] = r_refdef.view.clipplane.normal[2];
3595                 plane[3] = dist;
3596                 customclipplane = plane;
3597         }
3598
3599         if (!r_refdef.view.useperspective)
3600                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3601         else if (gl_stencil && r_useinfinitefarclip.integer)
3602                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3603         else
3604                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3605         R_SetViewport(&r_refdef.view.viewport);
3606 }
3607
3608 void R_ResetViewRendering2D(void)
3609 {
3610         r_viewport_t viewport;
3611         DrawQ_Finish();
3612
3613         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3614         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3615         R_SetViewport(&viewport);
3616         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3617         GL_Color(1, 1, 1, 1);
3618         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3619         GL_BlendFunc(GL_ONE, GL_ZERO);
3620         GL_AlphaTest(false);
3621         GL_ScissorTest(false);
3622         GL_DepthMask(false);
3623         GL_DepthRange(0, 1);
3624         GL_DepthTest(false);
3625         R_Mesh_Matrix(&identitymatrix);
3626         R_Mesh_ResetTextureState();
3627         GL_PolygonOffset(0, 0);
3628         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3629         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3630         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3631         qglStencilMask(~0);CHECKGLERROR
3632         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3633         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3634         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3635         R_SetupGenericShader(true);
3636 }
3637
3638 void R_ResetViewRendering3D(void)
3639 {
3640         DrawQ_Finish();
3641
3642         R_SetupView(true);
3643         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3644         GL_Color(1, 1, 1, 1);
3645         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3646         GL_BlendFunc(GL_ONE, GL_ZERO);
3647         GL_AlphaTest(false);
3648         GL_ScissorTest(true);
3649         GL_DepthMask(true);
3650         GL_DepthRange(0, 1);
3651         GL_DepthTest(true);
3652         R_Mesh_Matrix(&identitymatrix);
3653         R_Mesh_ResetTextureState();
3654         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3655         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3656         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3657         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3658         qglStencilMask(~0);CHECKGLERROR
3659         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3660         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3661         GL_CullFace(r_refdef.view.cullface_back);
3662         R_SetupGenericShader(true);
3663 }
3664
3665 void R_RenderScene(void);
3666 void R_RenderWaterPlanes(void);
3667
3668 static void R_Water_StartFrame(void)
3669 {
3670         int i;
3671         int waterwidth, waterheight, texturewidth, textureheight;
3672         r_waterstate_waterplane_t *p;
3673
3674         // set waterwidth and waterheight to the water resolution that will be
3675         // used (often less than the screen resolution for faster rendering)
3676         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3677         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3678
3679         // calculate desired texture sizes
3680         // can't use water if the card does not support the texture size
3681         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3682                 texturewidth = textureheight = waterwidth = waterheight = 0;
3683         else if (gl_support_arb_texture_non_power_of_two)
3684         {
3685                 texturewidth = waterwidth;
3686                 textureheight = waterheight;
3687         }
3688         else
3689         {
3690                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3691                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3692         }
3693
3694         // allocate textures as needed
3695         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3696         {
3697                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3698                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3699                 {
3700                         if (p->texture_refraction)
3701                                 R_FreeTexture(p->texture_refraction);
3702                         p->texture_refraction = NULL;
3703                         if (p->texture_reflection)
3704                                 R_FreeTexture(p->texture_reflection);
3705                         p->texture_reflection = NULL;
3706                 }
3707                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3708                 r_waterstate.texturewidth = texturewidth;
3709                 r_waterstate.textureheight = textureheight;
3710         }
3711
3712         if (r_waterstate.texturewidth)
3713         {
3714                 r_waterstate.enabled = true;
3715
3716                 // when doing a reduced render (HDR) we want to use a smaller area
3717                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3718                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3719
3720                 // set up variables that will be used in shader setup
3721                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3722                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3723                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3724                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3725         }
3726
3727         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3728         r_waterstate.numwaterplanes = 0;
3729 }
3730
3731 void R_Water_AddWaterPlane(msurface_t *surface)
3732 {
3733         int triangleindex, planeindex;
3734         const int *e;
3735         vec3_t vert[3];
3736         vec3_t normal;
3737         vec3_t center;
3738         mplane_t plane;
3739         r_waterstate_waterplane_t *p;
3740         texture_t *t = R_GetCurrentTexture(surface->texture);
3741         // just use the first triangle with a valid normal for any decisions
3742         VectorClear(normal);
3743         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3744         {
3745                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3746                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3747                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3748                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3749                 if (VectorLength2(normal) >= 0.001)
3750                         break;
3751         }
3752
3753         VectorCopy(normal, plane.normal);
3754         VectorNormalize(plane.normal);
3755         plane.dist = DotProduct(vert[0], plane.normal);
3756         PlaneClassify(&plane);
3757         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3758         {
3759                 // skip backfaces (except if nocullface is set)
3760                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3761                         return;
3762                 VectorNegate(plane.normal, plane.normal);
3763                 plane.dist *= -1;
3764                 PlaneClassify(&plane);
3765         }
3766
3767
3768         // find a matching plane if there is one
3769         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3770                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3771                         break;
3772         if (planeindex >= r_waterstate.maxwaterplanes)
3773                 return; // nothing we can do, out of planes
3774
3775         // if this triangle does not fit any known plane rendered this frame, add one
3776         if (planeindex >= r_waterstate.numwaterplanes)
3777         {
3778                 // store the new plane
3779                 r_waterstate.numwaterplanes++;
3780                 p->plane = plane;
3781                 // clear materialflags and pvs
3782                 p->materialflags = 0;
3783                 p->pvsvalid = false;
3784         }
3785         // merge this surface's materialflags into the waterplane
3786         p->materialflags |= t->currentmaterialflags;
3787         // merge this surface's PVS into the waterplane
3788         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3789         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3790          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3791         {
3792                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3793                 p->pvsvalid = true;
3794         }
3795 }
3796
3797 static void R_Water_ProcessPlanes(void)
3798 {
3799         r_refdef_view_t originalview;
3800         r_refdef_view_t myview;
3801         int planeindex;
3802         r_waterstate_waterplane_t *p;
3803
3804         originalview = r_refdef.view;
3805
3806         // make sure enough textures are allocated
3807         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3808         {
3809                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3810                 {
3811                         if (!p->texture_refraction)
3812                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3813                         if (!p->texture_refraction)
3814                                 goto error;
3815                 }
3816
3817                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3818                 {
3819                         if (!p->texture_reflection)
3820                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3821                         if (!p->texture_reflection)
3822                                 goto error;
3823                 }
3824         }
3825
3826         // render views
3827         r_refdef.view = originalview;
3828         r_refdef.view.showdebug = false;
3829         r_refdef.view.width = r_waterstate.waterwidth;
3830         r_refdef.view.height = r_waterstate.waterheight;
3831         r_refdef.view.useclipplane = true;
3832         myview = r_refdef.view;
3833         r_waterstate.renderingscene = true;
3834         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3835         {
3836                 // render the normal view scene and copy into texture
3837                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3838                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3839                 {
3840                         r_refdef.view = myview;
3841                         r_refdef.view.clipplane = p->plane;
3842                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3843                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3844                         PlaneClassify(&r_refdef.view.clipplane);
3845
3846                         R_ResetViewRendering3D();
3847                         R_ClearScreen(r_refdef.fogenabled);
3848                         R_View_Update();
3849                         R_RenderScene();
3850
3851                         // copy view into the screen texture
3852                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3853                         GL_ActiveTexture(0);
3854                         CHECKGLERROR
3855                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3856                 }
3857
3858                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3859                 {
3860                         r_refdef.view = myview;
3861                         // render reflected scene and copy into texture
3862                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3863                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3864                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3865                         r_refdef.view.clipplane = p->plane;
3866                         // reverse the cullface settings for this render
3867                         r_refdef.view.cullface_front = GL_FRONT;
3868                         r_refdef.view.cullface_back = GL_BACK;
3869                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3870                         {
3871                                 r_refdef.view.usecustompvs = true;
3872                                 if (p->pvsvalid)
3873                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3874                                 else
3875                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3876                         }
3877
3878                         R_ResetViewRendering3D();
3879                         R_ClearScreen(r_refdef.fogenabled);
3880                         R_View_Update();
3881                         R_RenderScene();
3882
3883                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3884                         GL_ActiveTexture(0);
3885                         CHECKGLERROR
3886                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3887                 }
3888         }
3889         r_waterstate.renderingscene = false;
3890         r_refdef.view = originalview;
3891         R_ResetViewRendering3D();
3892         R_ClearScreen(r_refdef.fogenabled);
3893         R_View_Update();
3894         return;
3895 error:
3896         r_refdef.view = originalview;
3897         r_waterstate.renderingscene = false;
3898         Cvar_SetValueQuick(&r_water, 0);
3899         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3900         return;
3901 }
3902
3903 void R_Bloom_StartFrame(void)
3904 {
3905         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3906
3907         // set bloomwidth and bloomheight to the bloom resolution that will be
3908         // used (often less than the screen resolution for faster rendering)
3909         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3910         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3911         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3912         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3913         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3914
3915         // calculate desired texture sizes
3916         if (gl_support_arb_texture_non_power_of_two)
3917         {
3918                 screentexturewidth = r_refdef.view.width;
3919                 screentextureheight = r_refdef.view.height;
3920                 bloomtexturewidth = r_bloomstate.bloomwidth;
3921                 bloomtextureheight = r_bloomstate.bloomheight;
3922         }
3923         else
3924         {
3925                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3926                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3927                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3928                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3929         }
3930
3931         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3932         {
3933                 Cvar_SetValueQuick(&r_hdr, 0);
3934                 Cvar_SetValueQuick(&r_bloom, 0);
3935                 Cvar_SetValueQuick(&r_motionblur, 0);
3936                 Cvar_SetValueQuick(&r_damageblur, 0);
3937         }
3938
3939         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3940                 screentexturewidth = screentextureheight = 0;
3941         if (!r_hdr.integer && !r_bloom.integer)
3942                 bloomtexturewidth = bloomtextureheight = 0;
3943
3944         // allocate textures as needed
3945         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3946         {
3947                 if (r_bloomstate.texture_screen)
3948                         R_FreeTexture(r_bloomstate.texture_screen);
3949                 r_bloomstate.texture_screen = NULL;
3950                 r_bloomstate.screentexturewidth = screentexturewidth;
3951                 r_bloomstate.screentextureheight = screentextureheight;
3952                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3953                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3954         }
3955         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3956         {
3957                 if (r_bloomstate.texture_bloom)
3958                         R_FreeTexture(r_bloomstate.texture_bloom);
3959                 r_bloomstate.texture_bloom = NULL;
3960                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3961                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3962                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3963                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3964         }
3965
3966         // when doing a reduced render (HDR) we want to use a smaller area
3967         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3968         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3969         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3970         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3971         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3972
3973         // set up a texcoord array for the full resolution screen image
3974         // (we have to keep this around to copy back during final render)
3975         r_bloomstate.screentexcoord2f[0] = 0;
3976         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3977         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3978         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3979         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3980         r_bloomstate.screentexcoord2f[5] = 0;
3981         r_bloomstate.screentexcoord2f[6] = 0;
3982         r_bloomstate.screentexcoord2f[7] = 0;
3983
3984         // set up a texcoord array for the reduced resolution bloom image
3985         // (which will be additive blended over the screen image)
3986         r_bloomstate.bloomtexcoord2f[0] = 0;
3987         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3988         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3989         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3990         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3991         r_bloomstate.bloomtexcoord2f[5] = 0;
3992         r_bloomstate.bloomtexcoord2f[6] = 0;
3993         r_bloomstate.bloomtexcoord2f[7] = 0;
3994
3995         if (r_hdr.integer || r_bloom.integer)
3996         {
3997                 r_bloomstate.enabled = true;
3998                 r_bloomstate.hdr = r_hdr.integer != 0;
3999         }
4000
4001         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4002 }
4003
4004 void R_Bloom_CopyBloomTexture(float colorscale)
4005 {
4006         r_refdef.stats.bloom++;
4007
4008         // scale down screen texture to the bloom texture size
4009         CHECKGLERROR
4010         R_SetViewport(&r_bloomstate.viewport);
4011         GL_BlendFunc(GL_ONE, GL_ZERO);
4012         GL_Color(colorscale, colorscale, colorscale, 1);
4013         // TODO: optimize with multitexture or GLSL
4014         R_SetupGenericShader(true);
4015         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4016         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4017         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4018         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4019
4020         // we now have a bloom image in the framebuffer
4021         // copy it into the bloom image texture for later processing
4022         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4023         GL_ActiveTexture(0);
4024         CHECKGLERROR
4025         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4026         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4027 }
4028
4029 void R_Bloom_CopyHDRTexture(void)
4030 {
4031         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4032         GL_ActiveTexture(0);
4033         CHECKGLERROR
4034         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4035         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4036 }
4037
4038 void R_Bloom_MakeTexture(void)
4039 {
4040         int x, range, dir;
4041         float xoffset, yoffset, r, brighten;
4042
4043         r_refdef.stats.bloom++;
4044
4045         R_ResetViewRendering2D();
4046         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4047         R_Mesh_ColorPointer(NULL, 0, 0);
4048         R_SetupGenericShader(true);
4049
4050         // we have a bloom image in the framebuffer
4051         CHECKGLERROR
4052         R_SetViewport(&r_bloomstate.viewport);
4053
4054         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4055         {
4056                 x *= 2;
4057                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4058                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4059                 GL_Color(r, r, r, 1);
4060                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4061                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4062                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4063                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4064
4065                 // copy the vertically blurred bloom view to a texture
4066                 GL_ActiveTexture(0);
4067                 CHECKGLERROR
4068                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4069                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4070         }
4071
4072         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4073         brighten = r_bloom_brighten.value;
4074         if (r_hdr.integer)
4075                 brighten *= r_hdr_range.value;
4076         brighten = sqrt(brighten);
4077         if(range >= 1)
4078                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4079         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4080         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4081
4082         for (dir = 0;dir < 2;dir++)
4083         {
4084                 // blend on at multiple vertical offsets to achieve a vertical blur
4085                 // TODO: do offset blends using GLSL
4086                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4087                 GL_BlendFunc(GL_ONE, GL_ZERO);
4088                 for (x = -range;x <= range;x++)
4089                 {
4090                         if (!dir){xoffset = 0;yoffset = x;}
4091                         else {xoffset = x;yoffset = 0;}
4092                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4093                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4094                         // compute a texcoord array with the specified x and y offset
4095                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4096                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4097                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4098                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4099                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4100                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4101                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4102                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4103                         // this r value looks like a 'dot' particle, fading sharply to
4104                         // black at the edges
4105                         // (probably not realistic but looks good enough)
4106                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4107                         //r = brighten/(range*2+1);
4108                         r = brighten / (range * 2 + 1);
4109                         if(range >= 1)
4110                                 r *= (1 - x*x/(float)(range*range));
4111                         GL_Color(r, r, r, 1);
4112                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4113                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4114                         GL_BlendFunc(GL_ONE, GL_ONE);
4115                 }
4116
4117                 // copy the vertically blurred bloom view to a texture
4118                 GL_ActiveTexture(0);
4119                 CHECKGLERROR
4120                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4121                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4122         }
4123
4124         // apply subtract last
4125         // (just like it would be in a GLSL shader)
4126         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4127         {
4128                 GL_BlendFunc(GL_ONE, GL_ZERO);
4129                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4130                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4131                 GL_Color(1, 1, 1, 1);
4132                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4133                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4134
4135                 GL_BlendFunc(GL_ONE, GL_ONE);
4136                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4137                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4138                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4139                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4140                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4141                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4142                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4143
4144                 // copy the darkened bloom view to a texture
4145                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4146                 GL_ActiveTexture(0);
4147                 CHECKGLERROR
4148                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4149                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4150         }
4151 }
4152
4153 void R_HDR_RenderBloomTexture(void)
4154 {
4155         int oldwidth, oldheight;
4156         float oldcolorscale;
4157
4158         oldcolorscale = r_refdef.view.colorscale;
4159         oldwidth = r_refdef.view.width;
4160         oldheight = r_refdef.view.height;
4161         r_refdef.view.width = r_bloomstate.bloomwidth;
4162         r_refdef.view.height = r_bloomstate.bloomheight;
4163
4164         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4165         // TODO: add exposure compensation features
4166         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4167
4168         r_refdef.view.showdebug = false;
4169         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4170
4171         R_ResetViewRendering3D();
4172
4173         R_ClearScreen(r_refdef.fogenabled);
4174         if (r_timereport_active)
4175                 R_TimeReport("HDRclear");
4176
4177         R_View_Update();
4178         if (r_timereport_active)
4179                 R_TimeReport("visibility");
4180
4181         // only do secondary renders with HDR if r_hdr is 2 or higher
4182         r_waterstate.numwaterplanes = 0;
4183         if (r_waterstate.enabled && r_hdr.integer >= 2)
4184                 R_RenderWaterPlanes();
4185
4186         r_refdef.view.showdebug = true;
4187         R_RenderScene();
4188         r_waterstate.numwaterplanes = 0;
4189
4190         R_ResetViewRendering2D();
4191
4192         R_Bloom_CopyHDRTexture();
4193         R_Bloom_MakeTexture();
4194
4195         // restore the view settings
4196         r_refdef.view.width = oldwidth;
4197         r_refdef.view.height = oldheight;
4198         r_refdef.view.colorscale = oldcolorscale;
4199
4200         R_ResetViewRendering3D();
4201
4202         R_ClearScreen(r_refdef.fogenabled);
4203         if (r_timereport_active)
4204                 R_TimeReport("viewclear");
4205 }
4206
4207 static void R_BlendView(void)
4208 {
4209         if (r_bloomstate.texture_screen)
4210         {
4211                 // make sure the buffer is available
4212                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4213
4214                 R_ResetViewRendering2D();
4215                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4216                 R_Mesh_ColorPointer(NULL, 0, 0);
4217                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4218                 GL_ActiveTexture(0);CHECKGLERROR
4219
4220                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4221                 {  
4222                         // declare variables
4223                         float speed;
4224                         static float avgspeed;
4225
4226                         speed = VectorLength(cl.movement_velocity);
4227
4228                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4229                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4230
4231                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4232                         speed = bound(0, speed, 1);
4233                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4234
4235                         // calculate values into a standard alpha
4236                         cl.motionbluralpha = 1 - exp(-
4237                                         (
4238                                          (r_motionblur.value * speed / 80)
4239                                          +
4240                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4241                                         )
4242                                         /
4243                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4244                                    );
4245
4246                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4247                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4248                         // apply the blur
4249                         if (cl.motionbluralpha > 0)
4250                         {
4251                                 R_SetupGenericShader(true);
4252                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4253                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4254                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4255                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4256                                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4257                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4258                         }
4259                 }
4260
4261                 // copy view into the screen texture
4262                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4263                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4264         }
4265
4266         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4267         {
4268                 unsigned int permutation =
4269                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4270                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4271                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4272                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4273                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4274
4275                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4276                 {
4277                         // render simple bloom effect
4278                         // copy the screen and shrink it and darken it for the bloom process
4279                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4280                         // make the bloom texture
4281                         R_Bloom_MakeTexture();
4282                 }
4283
4284                 R_ResetViewRendering2D();
4285                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4286                 R_Mesh_ColorPointer(NULL, 0, 0);
4287                 GL_Color(1, 1, 1, 1);
4288                 GL_BlendFunc(GL_ONE, GL_ZERO);
4289                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4290                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4291                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4292                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4293                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4294                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4295                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4296                 if (r_glsl_permutation->loc_TintColor >= 0)
4297                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4298                 if (r_glsl_permutation->loc_ClientTime >= 0)
4299                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4300                 if (r_glsl_permutation->loc_PixelSize >= 0)
4301                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4302                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4303                 {
4304                         float a=0, b=0, c=0, d=0;
4305 #if _MSC_VER >= 1400
4306 #define sscanf sscanf_s
4307 #endif
4308                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4309                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4310                 }
4311                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4312                 {
4313                         float a=0, b=0, c=0, d=0;
4314                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4315                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4316                 }
4317                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4318                 {
4319                         float a=0, b=0, c=0, d=0;
4320                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4321                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4322                 }
4323                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4324                 {
4325                         float a=0, b=0, c=0, d=0;
4326                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4327                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4328                 }
4329                 if (r_glsl_permutation->loc_Saturation >= 0)
4330                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4331                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4332                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4333                 return;
4334         }
4335
4336
4337
4338         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4339         {
4340                 // render high dynamic range bloom effect
4341                 // the bloom texture was made earlier this render, so we just need to
4342                 // blend it onto the screen...
4343                 R_ResetViewRendering2D();
4344                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4345                 R_Mesh_ColorPointer(NULL, 0, 0);
4346                 R_SetupGenericShader(true);
4347                 GL_Color(1, 1, 1, 1);
4348                 GL_BlendFunc(GL_ONE, GL_ONE);
4349                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4350                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4351                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4352                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4353         }
4354         else if (r_bloomstate.texture_bloom)
4355         {
4356                 // render simple bloom effect
4357                 // copy the screen and shrink it and darken it for the bloom process
4358                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4359                 // make the bloom texture
4360                 R_Bloom_MakeTexture();
4361                 // put the original screen image back in place and blend the bloom
4362                 // texture on it
4363                 R_ResetViewRendering2D();
4364                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4365                 R_Mesh_ColorPointer(NULL, 0, 0);
4366                 GL_Color(1, 1, 1, 1);
4367                 GL_BlendFunc(GL_ONE, GL_ZERO);
4368                 // do both in one pass if possible
4369                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4370                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4371                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4372                 {
4373                         R_SetupGenericTwoTextureShader(GL_ADD);
4374                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4375                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4376                 }
4377                 else
4378                 {
4379                         R_SetupGenericShader(true);
4380                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4381                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4382                         // now blend on the bloom texture
4383                         GL_BlendFunc(GL_ONE, GL_ONE);
4384                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4385                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4386                 }
4387                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4388                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4389         }
4390         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4391         {
4392                 // apply a color tint to the whole view
4393                 R_ResetViewRendering2D();
4394                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4395                 R_Mesh_ColorPointer(NULL, 0, 0);
4396                 R_SetupGenericShader(false);
4397                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4398                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4399                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4400         }
4401 }
4402
4403 matrix4x4_t r_waterscrollmatrix;
4404
4405 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4406 {
4407         if (r_refdef.fog_density)
4408         {
4409                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4410                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4411                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4412
4413                 {
4414                         vec3_t fogvec;
4415                         VectorCopy(r_refdef.fogcolor, fogvec);
4416                         //   color.rgb *= ContrastBoost * SceneBrightness;
4417                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4418                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4419                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4420                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4421                 }
4422         }
4423 }
4424
4425 void R_UpdateVariables(void)
4426 {
4427         R_Textures_Frame();
4428
4429         r_refdef.scene.ambient = r_ambient.value;
4430
4431         r_refdef.farclip = 4096;
4432         if (r_refdef.scene.worldmodel)
4433                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4434         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4435
4436         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4437                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4438         r_refdef.polygonfactor = 0;
4439         r_refdef.polygonoffset = 0;
4440         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4441         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4442
4443         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4444         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4445         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4446         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4447         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4448         if (r_showsurfaces.integer)
4449         {
4450                 r_refdef.scene.rtworld = false;
4451                 r_refdef.scene.rtworldshadows = false;
4452                 r_refdef.scene.rtdlight = false;
4453                 r_refdef.scene.rtdlightshadows = false;
4454                 r_refdef.lightmapintensity = 0;
4455         }
4456
4457         if (gamemode == GAME_NEHAHRA)
4458         {
4459                 if (gl_fogenable.integer)
4460                 {
4461                         r_refdef.oldgl_fogenable = true;
4462                         r_refdef.fog_density = gl_fogdensity.value;
4463                         r_refdef.fog_red = gl_fogred.value;
4464                         r_refdef.fog_green = gl_foggreen.value;
4465                         r_refdef.fog_blue = gl_fogblue.value;
4466                         r_refdef.fog_alpha = 1;
4467                         r_refdef.fog_start = 0;
4468                         r_refdef.fog_end = gl_skyclip.value;
4469                 }
4470                 else if (r_refdef.oldgl_fogenable)
4471                 {
4472                         r_refdef.oldgl_fogenable = false;
4473                         r_refdef.fog_density = 0;
4474                         r_refdef.fog_red = 0;
4475                         r_refdef.fog_green = 0;
4476                         r_refdef.fog_blue = 0;
4477                         r_refdef.fog_alpha = 0;
4478                         r_refdef.fog_start = 0;
4479                         r_refdef.fog_end = 0;
4480                 }
4481         }
4482
4483         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4484         r_refdef.fog_start = max(0, r_refdef.fog_start);
4485         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4486
4487         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4488
4489         if (r_refdef.fog_density && r_drawfog.integer)
4490         {
4491                 r_refdef.fogenabled = true;
4492                 // this is the point where the fog reaches 0.9986 alpha, which we
4493                 // consider a good enough cutoff point for the texture
4494                 // (0.9986 * 256 == 255.6)
4495                 if (r_fog_exp2.integer)
4496                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4497                 else
4498                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4499                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4500                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4501                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4502                 // fog color was already set
4503                 // update the fog texture
4504                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
4505                         R_BuildFogTexture();
4506         }
4507         else
4508                 r_refdef.fogenabled = false;
4509
4510         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4511         {
4512                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4513                 {
4514                         // build GLSL gamma texture
4515 #define RAMPWIDTH 256
4516                         unsigned short ramp[RAMPWIDTH * 3];
4517                         unsigned char rampbgr[RAMPWIDTH][4];
4518                         int i;
4519
4520                         r_texture_gammaramps_serial = vid_gammatables_serial;
4521
4522                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4523                         for(i = 0; i < RAMPWIDTH; ++i)
4524                         {
4525                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4526                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4527                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4528                                 rampbgr[i][3] = 0;
4529                         }
4530                         if (r_texture_gammaramps)
4531                         {
4532                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4533                         }
4534                         else
4535                         {
4536                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4537                         }
4538                 }
4539         }
4540         else
4541         {
4542                 // remove GLSL gamma texture
4543         }
4544 }
4545
4546 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4547 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4548 /*
4549 ================
4550 R_SelectScene
4551 ================
4552 */
4553 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4554         if( scenetype != r_currentscenetype ) {
4555                 // store the old scenetype
4556                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4557                 r_currentscenetype = scenetype;
4558                 // move in the new scene
4559                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4560         }
4561 }
4562
4563 /*
4564 ================
4565 R_GetScenePointer
4566 ================
4567 */
4568 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4569 {
4570         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4571         if( scenetype == r_currentscenetype ) {
4572                 return &r_refdef.scene;
4573         } else {
4574                 return &r_scenes_store[ scenetype ];
4575         }
4576 }
4577
4578 /*
4579 ================
4580 R_RenderView
4581 ================
4582 */
4583 void R_RenderView(void)
4584 {
4585         if (r_timereport_active)
4586                 R_TimeReport("start");
4587         r_frame++; // used only by R_GetCurrentTexture
4588         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4589
4590         R_AnimCache_NewFrame();
4591
4592         if (r_refdef.view.isoverlay)
4593         {
4594                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4595                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4596                 R_TimeReport("depthclear");
4597
4598                 r_refdef.view.showdebug = false;
4599
4600                 r_waterstate.enabled = false;
4601                 r_waterstate.numwaterplanes = 0;
4602
4603                 R_RenderScene();
4604
4605                 CHECKGLERROR
4606                 return;
4607         }
4608
4609         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4610                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4611
4612         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4613
4614         // break apart the view matrix into vectors for various purposes
4615         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4616         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4617         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4618         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4619         // make an inverted copy of the view matrix for tracking sprites
4620         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4621
4622         R_Shadow_UpdateWorldLightSelection();
4623
4624         R_Bloom_StartFrame();
4625         R_Water_StartFrame();
4626
4627         CHECKGLERROR
4628         if (r_timereport_active)
4629                 R_TimeReport("viewsetup");
4630
4631         R_ResetViewRendering3D();
4632
4633         if (r_refdef.view.clear || r_refdef.fogenabled)
4634         {
4635                 R_ClearScreen(r_refdef.fogenabled);
4636                 if (r_timereport_active)
4637                         R_TimeReport("viewclear");
4638         }
4639         r_refdef.view.clear = true;
4640
4641         // this produces a bloom texture to be used in R_BlendView() later
4642         if (r_hdr.integer)
4643                 R_HDR_RenderBloomTexture();
4644
4645         r_refdef.view.showdebug = true;
4646
4647         R_View_Update();
4648         if (r_timereport_active)
4649                 R_TimeReport("visibility");
4650
4651         r_waterstate.numwaterplanes = 0;
4652         if (r_waterstate.enabled)
4653                 R_RenderWaterPlanes();
4654
4655         R_RenderScene();
4656         r_waterstate.numwaterplanes = 0;
4657
4658         R_BlendView();
4659         if (r_timereport_active)
4660                 R_TimeReport("blendview");
4661
4662         GL_Scissor(0, 0, vid.width, vid.height);
4663         GL_ScissorTest(false);
4664         CHECKGLERROR
4665 }
4666
4667 void R_RenderWaterPlanes(void)
4668 {
4669         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4670         {
4671                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4672                 if (r_timereport_active)
4673                         R_TimeReport("waterworld");
4674         }
4675
4676         // don't let sound skip if going slow
4677         if (r_refdef.scene.extraupdate)
4678                 S_ExtraUpdate ();
4679
4680         R_DrawModelsAddWaterPlanes();
4681         if (r_timereport_active)
4682                 R_TimeReport("watermodels");
4683
4684         if (r_waterstate.numwaterplanes)
4685         {
4686                 R_Water_ProcessPlanes();
4687                 if (r_timereport_active)
4688                         R_TimeReport("waterscenes");
4689         }
4690 }
4691
4692 extern void R_DrawLightningBeams (void);
4693 extern void VM_CL_AddPolygonsToMeshQueue (void);
4694 extern void R_DrawPortals (void);
4695 extern cvar_t cl_locs_show;
4696 static void R_DrawLocs(void);
4697 static void R_DrawEntityBBoxes(void);
4698 void R_RenderScene(void)
4699 {
4700         r_refdef.stats.renders++;
4701
4702         R_UpdateFogColor();
4703
4704         // don't let sound skip if going slow
4705         if (r_refdef.scene.extraupdate)
4706                 S_ExtraUpdate ();
4707
4708         R_MeshQueue_BeginScene();
4709
4710         R_SkyStartFrame();
4711
4712         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
4713
4714         if (cl.csqc_vidvars.drawworld)
4715         {
4716                 // don't let sound skip if going slow
4717                 if (r_refdef.scene.extraupdate)
4718                         S_ExtraUpdate ();
4719
4720                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4721                 {
4722                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4723                         if (r_timereport_active)
4724                                 R_TimeReport("worldsky");
4725                 }
4726
4727                 if (R_DrawBrushModelsSky() && r_timereport_active)
4728                         R_TimeReport("bmodelsky");
4729         }
4730
4731         R_AnimCache_CacheVisibleEntities();
4732
4733         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4734         {
4735                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4736                 if (r_timereport_active)
4737                         R_TimeReport("worlddepth");
4738         }
4739         if (r_depthfirst.integer >= 2)
4740         {
4741                 R_DrawModelsDepth();
4742                 if (r_timereport_active)
4743                         R_TimeReport("modeldepth");
4744         }
4745
4746         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4747         {
4748                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4749                 if (r_timereport_active)
4750                         R_TimeReport("world");
4751         }
4752
4753         // don't let sound skip if going slow
4754         if (r_refdef.scene.extraupdate)
4755                 S_ExtraUpdate ();
4756
4757         R_DrawModels();
4758         if (r_timereport_active)
4759                 R_TimeReport("models");
4760
4761         // don't let sound skip if going slow
4762         if (r_refdef.scene.extraupdate)
4763                 S_ExtraUpdate ();
4764
4765         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4766         {
4767                 R_DrawModelShadows();
4768                 R_ResetViewRendering3D();
4769                 // don't let sound skip if going slow
4770                 if (r_refdef.scene.extraupdate)
4771                         S_ExtraUpdate ();
4772         }
4773
4774         R_ShadowVolumeLighting(false);
4775         if (r_timereport_active)
4776                 R_TimeReport("rtlights");
4777
4778         // don't let sound skip if going slow
4779         if (r_refdef.scene.extraupdate)
4780                 S_ExtraUpdate ();
4781
4782         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4783         {
4784                 R_DrawModelShadows();
4785                 R_ResetViewRendering3D();
4786                 // don't let sound skip if going slow
4787                 if (r_refdef.scene.extraupdate)
4788                         S_ExtraUpdate ();
4789         }
4790
4791         if (cl.csqc_vidvars.drawworld)
4792         {
4793                 R_DrawLightningBeams();
4794                 if (r_timereport_active)
4795                         R_TimeReport("lightning");
4796
4797                 R_DrawDecals();
4798                 if (r_timereport_active)
4799                         R_TimeReport("decals");
4800
4801                 R_DrawParticles();
4802                 if (r_timereport_active)
4803                         R_TimeReport("particles");
4804
4805                 R_DrawExplosions();
4806                 if (r_timereport_active)
4807                         R_TimeReport("explosions");
4808         }
4809
4810         R_SetupGenericShader(true);
4811         VM_CL_AddPolygonsToMeshQueue();
4812
4813         if (r_refdef.view.showdebug)
4814         {
4815                 if (cl_locs_show.integer)
4816                 {
4817                         R_DrawLocs();
4818                         if (r_timereport_active)
4819                                 R_TimeReport("showlocs");
4820                 }
4821
4822                 if (r_drawportals.integer)
4823                 {
4824                         R_DrawPortals();
4825                         if (r_timereport_active)
4826                                 R_TimeReport("portals");
4827                 }
4828
4829                 if (r_showbboxes.value > 0)
4830                 {
4831                         R_DrawEntityBBoxes();
4832                         if (r_timereport_active)
4833                                 R_TimeReport("bboxes");
4834                 }
4835         }
4836
4837         R_SetupGenericShader(true);
4838         R_MeshQueue_RenderTransparent();
4839         if (r_timereport_active)
4840                 R_TimeReport("drawtrans");
4841
4842         R_SetupGenericShader(true);
4843
4844         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
4845         {
4846                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4847                 if (r_timereport_active)
4848                         R_TimeReport("worlddebug");
4849                 R_DrawModelsDebug();
4850                 if (r_timereport_active)
4851                         R_TimeReport("modeldebug");
4852         }
4853
4854         R_SetupGenericShader(true);
4855
4856         if (cl.csqc_vidvars.drawworld)
4857         {
4858                 R_DrawCoronas();
4859                 if (r_timereport_active)
4860                         R_TimeReport("coronas");
4861         }
4862
4863         // don't let sound skip if going slow
4864         if (r_refdef.scene.extraupdate)
4865                 S_ExtraUpdate ();
4866
4867         R_ResetViewRendering2D();
4868 }
4869
4870 static const unsigned short bboxelements[36] =
4871 {
4872         5, 1, 3, 5, 3, 7,
4873         6, 2, 0, 6, 0, 4,
4874         7, 3, 2, 7, 2, 6,
4875         4, 0, 1, 4, 1, 5,
4876         4, 5, 7, 4, 7, 6,
4877         1, 0, 2, 1, 2, 3,
4878 };
4879
4880 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4881 {
4882         int i;
4883         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4884         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4885         GL_DepthMask(false);
4886         GL_DepthRange(0, 1);
4887         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4888         R_Mesh_Matrix(&identitymatrix);
4889         R_Mesh_ResetTextureState();
4890
4891         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4892         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4893         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4894         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4895         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4896         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4897         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4898         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4899         R_FillColors(color4f, 8, cr, cg, cb, ca);
4900         if (r_refdef.fogenabled)
4901         {
4902                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4903                 {
4904                         f1 = FogPoint_World(v);
4905                         f2 = 1 - f1;
4906                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4907                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4908                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4909                 }
4910         }
4911         R_Mesh_VertexPointer(vertex3f, 0, 0);
4912         R_Mesh_ColorPointer(color4f, 0, 0);
4913         R_Mesh_ResetTextureState();
4914         R_SetupGenericShader(false);
4915         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4916 }
4917
4918 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4919 {
4920         int i;
4921         float color[4];
4922         prvm_edict_t *edict;
4923         prvm_prog_t *prog_save = prog;
4924
4925         // this function draws bounding boxes of server entities
4926         if (!sv.active)
4927                 return;
4928
4929         GL_CullFace(GL_NONE);
4930         R_SetupGenericShader(false);
4931
4932         prog = 0;
4933         SV_VM_Begin();
4934         for (i = 0;i < numsurfaces;i++)
4935         {
4936                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4937                 switch ((int)edict->fields.server->solid)
4938                 {
4939                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4940                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4941                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4942                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4943                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4944                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4945                 }
4946                 color[3] *= r_showbboxes.value;
4947                 color[3] = bound(0, color[3], 1);
4948                 GL_DepthTest(!r_showdisabledepthtest.integer);
4949                 GL_CullFace(r_refdef.view.cullface_front);
4950                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4951         }
4952         SV_VM_End();
4953         prog = prog_save;
4954 }
4955
4956 static void R_DrawEntityBBoxes(void)
4957 {
4958         int i;
4959         prvm_edict_t *edict;
4960         vec3_t center;
4961         prvm_prog_t *prog_save = prog;
4962
4963         // this function draws bounding boxes of server entities
4964         if (!sv.active)
4965                 return;
4966
4967         prog = 0;
4968         SV_VM_Begin();
4969         for (i = 0;i < prog->num_edicts;i++)
4970         {
4971                 edict = PRVM_EDICT_NUM(i);
4972                 if (edict->priv.server->free)
4973                         continue;
4974                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4975                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4976                         continue;
4977                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4978                         continue;
4979                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4980                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4981         }
4982         SV_VM_End();
4983         prog = prog_save;
4984 }
4985
4986 unsigned short nomodelelements[24] =
4987 {
4988         5, 2, 0,
4989         5, 1, 2,
4990         5, 0, 3,
4991         5, 3, 1,
4992         0, 2, 4,
4993         2, 1, 4,
4994         3, 0, 4,
4995         1, 3, 4
4996 };
4997
4998 float nomodelvertex3f[6*3] =
4999 {
5000         -16,   0,   0,
5001          16,   0,   0,
5002           0, -16,   0,
5003           0,  16,   0,
5004           0,   0, -16,
5005           0,   0,  16
5006 };
5007
5008 float nomodelcolor4f[6*4] =
5009 {
5010         0.0f, 0.0f, 0.5f, 1.0f,
5011         0.0f, 0.0f, 0.5f, 1.0f,
5012         0.0f, 0.5f, 0.0f, 1.0f,
5013         0.0f, 0.5f, 0.0f, 1.0f,
5014         0.5f, 0.0f, 0.0f, 1.0f,
5015         0.5f, 0.0f, 0.0f, 1.0f
5016 };
5017
5018 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5019 {
5020         int i;
5021         float f1, f2, *c;
5022         float color4f[6*4];
5023         // this is only called once per entity so numsurfaces is always 1, and
5024         // surfacelist is always {0}, so this code does not handle batches
5025         R_Mesh_Matrix(&ent->matrix);
5026
5027         if (ent->flags & EF_ADDITIVE)
5028         {
5029                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5030                 GL_DepthMask(false);
5031         }
5032         else if (ent->alpha < 1)
5033         {
5034                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5035                 GL_DepthMask(false);
5036         }
5037         else
5038         {
5039                 GL_BlendFunc(GL_ONE, GL_ZERO);
5040                 GL_DepthMask(true);
5041         }
5042         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5043         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5044         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5045         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5046         R_SetupGenericShader(false);
5047         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5048         if (r_refdef.fogenabled)
5049         {
5050                 vec3_t org;
5051                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5052                 R_Mesh_ColorPointer(color4f, 0, 0);
5053                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5054                 f1 = FogPoint_World(org);
5055                 f2 = 1 - f1;
5056                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5057                 {
5058                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5059                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5060                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5061                         c[3] *= ent->alpha;
5062                 }
5063         }
5064         else if (ent->alpha != 1)
5065         {
5066                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5067                 R_Mesh_ColorPointer(color4f, 0, 0);
5068                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5069                         c[3] *= ent->alpha;
5070         }
5071         else
5072                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5073         R_Mesh_ResetTextureState();
5074         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5075 }
5076
5077 void R_DrawNoModel(entity_render_t *ent)
5078 {
5079         vec3_t org;
5080         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5081         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5082                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5083         //else
5084         //      R_DrawNoModelCallback(ent, 0);
5085 }
5086
5087 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5088 {
5089         vec3_t right1, right2, diff, normal;
5090
5091         VectorSubtract (org2, org1, normal);
5092
5093         // calculate 'right' vector for start
5094         VectorSubtract (r_refdef.view.origin, org1, diff);
5095         CrossProduct (normal, diff, right1);
5096         VectorNormalize (right1);
5097
5098         // calculate 'right' vector for end
5099         VectorSubtract (r_refdef.view.origin, org2, diff);
5100         CrossProduct (normal, diff, right2);
5101         VectorNormalize (right2);
5102
5103         vert[ 0] = org1[0] + width * right1[0];
5104         vert[ 1] = org1[1] + width * right1[1];
5105         vert[ 2] = org1[2] + width * right1[2];
5106         vert[ 3] = org1[0] - width * right1[0];
5107         vert[ 4] = org1[1] - width * right1[1];
5108         vert[ 5] = org1[2] - width * right1[2];
5109         vert[ 6] = org2[0] - width * right2[0];
5110         vert[ 7] = org2[1] - width * right2[1];
5111         vert[ 8] = org2[2] - width * right2[2];
5112         vert[ 9] = org2[0] + width * right2[0];
5113         vert[10] = org2[1] + width * right2[1];
5114         vert[11] = org2[2] + width * right2[2];
5115 }
5116
5117 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5118
5119 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)
5120 {
5121         // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5122         float fog = 1.0f;
5123         float vertex3f[12];
5124
5125         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5126                 fog = FogPoint_World(origin);
5127
5128         R_Mesh_Matrix(&identitymatrix);
5129         GL_BlendFunc(blendfunc1, blendfunc2);
5130
5131         GL_CullFace(GL_NONE);
5132
5133         GL_DepthMask(false);
5134         GL_DepthRange(0, depthshort ? 0.0625 : 1);
5135         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5136         GL_DepthTest(!depthdisable);
5137
5138         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5139         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5140         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5141         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5142         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5143         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5144         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5145         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5146         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5147         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5148         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5149         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5150
5151         R_Mesh_VertexPointer(vertex3f, 0, 0);
5152         R_Mesh_ColorPointer(NULL, 0, 0);
5153         R_Mesh_ResetTextureState();
5154         R_SetupGenericShader(true);
5155         R_Mesh_TexBind(0, R_GetTexture(texture));
5156         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5157         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5158         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5159         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5160
5161         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5162         {
5163                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5164                 GL_BlendFunc(blendfunc1, GL_ONE);
5165                 fog = 1 - fog;
5166                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5167                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5168         }
5169 }
5170
5171 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5172 {
5173         int i;
5174         float *vertex3f;
5175         float v[3];
5176         VectorSet(v, x, y, z);
5177         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5178                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5179                         break;
5180         if (i == mesh->numvertices)
5181         {
5182                 if (mesh->numvertices < mesh->maxvertices)
5183                 {
5184                         VectorCopy(v, vertex3f);
5185                         mesh->numvertices++;
5186                 }
5187                 return mesh->numvertices;
5188         }
5189         else
5190                 return i;
5191 }
5192
5193 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5194 {
5195         int i;
5196         int *e, element[3];
5197         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5198         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5199         e = mesh->element3i + mesh->numtriangles * 3;
5200         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5201         {
5202                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5203                 if (mesh->numtriangles < mesh->maxtriangles)
5204                 {
5205                         *e++ = element[0];
5206                         *e++ = element[1];
5207                         *e++ = element[2];
5208                         mesh->numtriangles++;
5209                 }
5210                 element[1] = element[2];
5211         }
5212 }
5213
5214 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5215 {
5216         int i;
5217         int *e, element[3];
5218         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5219         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5220         e = mesh->element3i + mesh->numtriangles * 3;
5221         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5222         {
5223                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5224                 if (mesh->numtriangles < mesh->maxtriangles)
5225                 {
5226                         *e++ = element[0];
5227                         *e++ = element[1];
5228                         *e++ = element[2];
5229                         mesh->numtriangles++;
5230                 }
5231                 element[1] = element[2];
5232         }
5233 }
5234
5235 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5236 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5237 {
5238         int planenum, planenum2;
5239         int w;
5240         int tempnumpoints;
5241         mplane_t *plane, *plane2;
5242         double maxdist;
5243         double temppoints[2][256*3];
5244         // figure out how large a bounding box we need to properly compute this brush
5245         maxdist = 0;
5246         for (w = 0;w < numplanes;w++)
5247                 maxdist = max(maxdist, planes[w].dist);
5248         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5249         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5250         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5251         {
5252                 w = 0;
5253                 tempnumpoints = 4;
5254                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5255                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5256                 {
5257                         if (planenum2 == planenum)
5258                                 continue;
5259                         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);
5260                         w = !w;
5261                 }
5262                 if (tempnumpoints < 3)
5263                         continue;
5264                 // generate elements forming a triangle fan for this polygon
5265                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5266         }
5267 }
5268
5269 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)
5270 {
5271         texturelayer_t *layer;
5272         layer = t->currentlayers + t->currentnumlayers++;
5273         layer->type = type;
5274         layer->depthmask = depthmask;
5275         layer->blendfunc1 = blendfunc1;
5276         layer->blendfunc2 = blendfunc2;
5277         layer->texture = texture;
5278         layer->texmatrix = *matrix;
5279         layer->color[0] = r * r_refdef.view.colorscale;
5280         layer->color[1] = g * r_refdef.view.colorscale;
5281         layer->color[2] = b * r_refdef.view.colorscale;
5282         layer->color[3] = a;
5283 }
5284
5285 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5286 {
5287         double index, f;
5288         index = parms[2] + r_refdef.scene.time * parms[3];
5289         index -= floor(index);
5290         switch (func)
5291         {
5292         default:
5293         case Q3WAVEFUNC_NONE:
5294         case Q3WAVEFUNC_NOISE:
5295         case Q3WAVEFUNC_COUNT:
5296                 f = 0;
5297                 break;
5298         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5299         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5300         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5301         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5302         case Q3WAVEFUNC_TRIANGLE:
5303                 index *= 4;
5304                 f = index - floor(index);
5305                 if (index < 1)
5306                         f = f;
5307                 else if (index < 2)
5308                         f = 1 - f;
5309                 else if (index < 3)
5310                         f = -f;
5311                 else
5312                         f = -(1 - f);
5313                 break;
5314         }
5315         return (float)(parms[0] + parms[1] * f);
5316 }
5317
5318 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5319 {
5320         int w, h, idx;
5321         float f;
5322         float tcmat[12];
5323         matrix4x4_t matrix, temp;
5324         switch(tcmod->tcmod)
5325         {
5326                 case Q3TCMOD_COUNT:
5327                 case Q3TCMOD_NONE:
5328                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5329                                 matrix = r_waterscrollmatrix;
5330                         else
5331                                 matrix = identitymatrix;
5332                         break;
5333                 case Q3TCMOD_ENTITYTRANSLATE:
5334                         // this is used in Q3 to allow the gamecode to control texcoord
5335                         // scrolling on the entity, which is not supported in darkplaces yet.
5336                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5337                         break;
5338                 case Q3TCMOD_ROTATE:
5339                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5340                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5341                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5342                         break;
5343                 case Q3TCMOD_SCALE:
5344                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5345                         break;
5346                 case Q3TCMOD_SCROLL:
5347                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5348                         break;
5349                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5350                         w = (int) tcmod->parms[0];
5351                         h = (int) tcmod->parms[1];
5352                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5353                         f = f - floor(f);
5354                         idx = (int) floor(f * w * h);
5355                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5356                         break;
5357                 case Q3TCMOD_STRETCH:
5358                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5359                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5360                         break;
5361                 case Q3TCMOD_TRANSFORM:
5362                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5363                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5364                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5365                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5366                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5367                         break;
5368                 case Q3TCMOD_TURBULENT:
5369                         // this is handled in the RSurf_PrepareVertices function
5370                         matrix = identitymatrix;
5371                         break;
5372         }
5373         temp = *texmatrix;
5374         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5375 }
5376
5377 texture_t *R_GetCurrentTexture(texture_t *t)
5378 {
5379         int i;
5380         const entity_render_t *ent = rsurface.entity;
5381         dp_model_t *model = ent->model;
5382         q3shaderinfo_layer_tcmod_t *tcmod;
5383
5384         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5385                 return t->currentframe;
5386         t->update_lastrenderframe = r_frame;
5387         t->update_lastrenderentity = (void *)ent;
5388
5389         // switch to an alternate material if this is a q1bsp animated material
5390         {
5391                 texture_t *texture = t;
5392                 int s = ent->skinnum;
5393                 if ((unsigned int)s >= (unsigned int)model->numskins)
5394                         s = 0;
5395                 if (model->skinscenes)
5396                 {
5397                         if (model->skinscenes[s].framecount > 1)
5398                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5399                         else
5400                                 s = model->skinscenes[s].firstframe;
5401                 }
5402                 if (s > 0)
5403                         t = t + s * model->num_surfaces;
5404                 if (t->animated)
5405                 {
5406                         // use an alternate animation if the entity's frame is not 0,
5407                         // and only if the texture has an alternate animation
5408                         if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5409                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5410                         else
5411                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5412                 }
5413                 texture->currentframe = t;
5414         }
5415
5416         // update currentskinframe to be a qw skin or animation frame
5417         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
5418         {
5419                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5420                 {
5421                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5422                         if (developer_loading.integer)
5423                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5424                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
5425                 }
5426                 t->currentskinframe = r_qwskincache_skinframe[i];
5427                 if (t->currentskinframe == NULL)
5428                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5429         }
5430         else if (t->numskinframes >= 2)
5431                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5432         if (t->backgroundnumskinframes >= 2)
5433                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5434
5435         t->currentmaterialflags = t->basematerialflags;
5436         t->currentalpha = ent->alpha;
5437         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5438                 t->currentalpha *= r_wateralpha.value;
5439         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5440                 t->currentalpha *= t->r_water_wateralpha;
5441         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5442                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5443         if (!(ent->flags & RENDER_LIGHT))
5444                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5445         else if (rsurface.modeltexcoordlightmap2f == NULL)
5446         {
5447                 // pick a model lighting mode
5448                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5449                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5450                 else
5451                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5452         }
5453         if (ent->effects & EF_ADDITIVE)
5454                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5455         else if (t->currentalpha < 1)
5456                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5457         if (ent->effects & EF_DOUBLESIDED)
5458                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5459         if (ent->effects & EF_NODEPTHTEST)
5460                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5461         if (ent->flags & RENDER_VIEWMODEL)
5462                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5463         if (t->backgroundnumskinframes)
5464                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5465         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5466         {
5467                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5468                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5469         }
5470         else
5471                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5472
5473         // there is no tcmod
5474         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5475         {
5476                 t->currenttexmatrix = r_waterscrollmatrix;
5477                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5478         }
5479         else
5480         {
5481                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5482                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5483         }
5484
5485         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5486                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5487         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5488                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5489
5490         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5491         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5492         t->glosstexture = r_texture_black;
5493         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5494         t->backgroundglosstexture = r_texture_black;
5495         t->specularpower = r_shadow_glossexponent.value;
5496         // TODO: store reference values for these in the texture?
5497         t->specularscale = 0;
5498         if (r_shadow_gloss.integer > 0)
5499         {
5500                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5501                 {
5502                         if (r_shadow_glossintensity.value > 0)
5503                         {
5504                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5505                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5506                                 t->specularscale = r_shadow_glossintensity.value;
5507                         }
5508                 }
5509                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5510                 {
5511                         t->glosstexture = r_texture_white;
5512                         t->backgroundglosstexture = r_texture_white;
5513                         t->specularscale = r_shadow_gloss2intensity.value;
5514                         t->specularpower = r_shadow_gloss2exponent.value;
5515                 }
5516         }
5517         t->specularscale *= t->specularscalemod;
5518         t->specularpower *= t->specularpowermod;
5519
5520         // lightmaps mode looks bad with dlights using actual texturing, so turn
5521         // off the colormap and glossmap, but leave the normalmap on as it still
5522         // accurately represents the shading involved
5523         if (gl_lightmaps.integer)
5524         {
5525                 t->basetexture = r_texture_grey128;
5526                 t->backgroundbasetexture = NULL;
5527                 t->specularscale = 0;
5528                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5529         }
5530
5531         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5532         VectorClear(t->dlightcolor);
5533         t->currentnumlayers = 0;
5534         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5535         {
5536                 int layerflags = 0;
5537                 int blendfunc1, blendfunc2;
5538                 qboolean depthmask;
5539                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5540                 {
5541                         blendfunc1 = GL_SRC_ALPHA;
5542                         blendfunc2 = GL_ONE;
5543                 }
5544                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5545                 {
5546                         blendfunc1 = GL_SRC_ALPHA;
5547                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5548                 }
5549                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5550                 {
5551                         blendfunc1 = t->customblendfunc[0];
5552                         blendfunc2 = t->customblendfunc[1];
5553                 }
5554                 else
5555                 {
5556                         blendfunc1 = GL_ONE;
5557                         blendfunc2 = GL_ZERO;
5558                 }
5559                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5560                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5561                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5562                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5563                 {
5564                         // fullbright is not affected by r_refdef.lightmapintensity
5565                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5566                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5567                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5568                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5569                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5570                 }
5571                 else
5572                 {
5573                         vec3_t ambientcolor;
5574                         float colorscale;
5575                         // set the color tint used for lights affecting this surface
5576                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5577                         colorscale = 2;
5578                         // q3bsp has no lightmap updates, so the lightstylevalue that
5579                         // would normally be baked into the lightmap must be
5580                         // applied to the color
5581                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5582                         if (ent->model->type == mod_brushq3)
5583                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5584                         colorscale *= r_refdef.lightmapintensity;
5585                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5586                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5587                         // basic lit geometry
5588                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5589                         // add pants/shirt if needed
5590                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5591                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
5592                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5593                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5594                         // now add ambient passes if needed
5595                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5596                         {
5597                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
5598                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5599                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5600                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5601                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5602                         }
5603                 }
5604                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5605                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
5606                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5607                 {
5608                         // if this is opaque use alpha blend which will darken the earlier
5609                         // passes cheaply.
5610                         //
5611                         // if this is an alpha blended material, all the earlier passes
5612                         // were darkened by fog already, so we only need to add the fog
5613                         // color ontop through the fog mask texture
5614                         //
5615                         // if this is an additive blended material, all the earlier passes
5616                         // were darkened by fog already, and we should not add fog color
5617                         // (because the background was not darkened, there is no fog color
5618                         // that was lost behind it).
5619                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
5620                 }
5621         }
5622
5623         return t->currentframe;
5624 }
5625
5626 rsurfacestate_t rsurface;
5627
5628 void R_Mesh_ResizeArrays(int newvertices)
5629 {
5630         float *base;
5631         if (rsurface.array_size >= newvertices)
5632                 return;
5633         if (rsurface.array_modelvertex3f)
5634                 Mem_Free(rsurface.array_modelvertex3f);
5635         rsurface.array_size = (newvertices + 1023) & ~1023;
5636         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5637         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5638         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5639         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5640         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5641         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5642         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5643         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5644         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5645         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5646         rsurface.array_color4f           = base + rsurface.array_size * 27;
5647         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5648 }
5649
5650 void RSurf_ActiveWorldEntity(void)
5651 {
5652         dp_model_t *model = r_refdef.scene.worldmodel;
5653         //if (rsurface.entity == r_refdef.scene.worldentity)
5654         //      return;
5655         rsurface.entity = r_refdef.scene.worldentity;
5656         if (rsurface.array_size < model->surfmesh.num_vertices)
5657                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5658         rsurface.matrix = identitymatrix;
5659         rsurface.inversematrix = identitymatrix;
5660         R_Mesh_Matrix(&identitymatrix);
5661         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5662         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5663         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5664         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5665         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5666         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5667         VectorSet(rsurface.glowmod, 1, 1, 1);
5668         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5669         rsurface.frameblend[0].lerp = 1;
5670         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5671         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5672         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5673         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5674         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5675         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5676         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5677         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5678         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5679         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5680         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5681         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5682         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5683         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5684         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5685         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5686         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5687         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5688         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5689         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5690         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5691         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5692         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5693         rsurface.modelelement3i = model->surfmesh.data_element3i;
5694         rsurface.modelelement3s = model->surfmesh.data_element3s;
5695         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5696         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5697         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5698         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5699         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5700         rsurface.modelsurfaces = model->data_surfaces;
5701         rsurface.generatedvertex = false;
5702         rsurface.vertex3f  = rsurface.modelvertex3f;
5703         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5704         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5705         rsurface.svector3f = rsurface.modelsvector3f;
5706         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5707         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5708         rsurface.tvector3f = rsurface.modeltvector3f;
5709         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5710         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5711         rsurface.normal3f  = rsurface.modelnormal3f;
5712         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5713         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5714         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5715 }
5716
5717 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5718 {
5719         dp_model_t *model = ent->model;
5720         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5721         //      return;
5722         rsurface.entity = (entity_render_t *)ent;
5723         if (rsurface.array_size < model->surfmesh.num_vertices)
5724                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5725         rsurface.matrix = ent->matrix;
5726         rsurface.inversematrix = ent->inversematrix;
5727         R_Mesh_Matrix(&rsurface.matrix);
5728         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5729         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5730         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5731         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5732         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5733         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5734         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5735         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5736         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5737         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5738         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5739         VectorCopy(ent->glowmod, rsurface.glowmod);
5740         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5741         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5742         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5743         if (ent->model->brush.submodel)
5744         {
5745                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5746                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5747         }
5748         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5749         {
5750                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5751                 {
5752                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5753                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5754                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5755                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5756                 }
5757                 else if (wanttangents)
5758                 {
5759                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5760                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5761                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5762                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5763                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5764                 }
5765                 else if (wantnormals)
5766                 {
5767                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5768                         rsurface.modelsvector3f = NULL;
5769                         rsurface.modeltvector3f = NULL;
5770                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5771                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5772                 }
5773                 else
5774                 {
5775                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5776                         rsurface.modelsvector3f = NULL;
5777                         rsurface.modeltvector3f = NULL;
5778                         rsurface.modelnormal3f = NULL;
5779                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5780                 }
5781                 rsurface.modelvertex3f_bufferobject = 0;
5782                 rsurface.modelvertex3f_bufferoffset = 0;
5783                 rsurface.modelsvector3f_bufferobject = 0;
5784                 rsurface.modelsvector3f_bufferoffset = 0;
5785                 rsurface.modeltvector3f_bufferobject = 0;
5786                 rsurface.modeltvector3f_bufferoffset = 0;
5787                 rsurface.modelnormal3f_bufferobject = 0;
5788                 rsurface.modelnormal3f_bufferoffset = 0;
5789                 rsurface.generatedvertex = true;
5790         }
5791         else
5792         {
5793                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5794                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5795                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5796                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5797                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5798                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5799                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5800                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5801                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5802                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5803                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5804                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5805                 rsurface.generatedvertex = false;
5806         }
5807         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5808         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5809         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5810         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5811         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5812         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5813         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5814         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5815         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5816         rsurface.modelelement3i = model->surfmesh.data_element3i;
5817         rsurface.modelelement3s = model->surfmesh.data_element3s;
5818         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5819         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5820         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5821         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5822         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5823         rsurface.modelsurfaces = model->data_surfaces;
5824         rsurface.vertex3f  = rsurface.modelvertex3f;
5825         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5826         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5827         rsurface.svector3f = rsurface.modelsvector3f;
5828         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5829         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5830         rsurface.tvector3f = rsurface.modeltvector3f;
5831         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5832         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5833         rsurface.normal3f  = rsurface.modelnormal3f;
5834         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5835         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5836         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5837 }
5838
5839 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5840 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5841 {
5842         int deformindex;
5843         int texturesurfaceindex;
5844         int i, j;
5845         float amplitude;
5846         float animpos;
5847         float scale;
5848         const float *v1, *in_tc;
5849         float *out_tc;
5850         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5851         float waveparms[4];
5852         q3shaderinfo_deform_t *deform;
5853         // 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
5854         if (rsurface.generatedvertex)
5855         {
5856                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5857                         generatenormals = true;
5858                 for (i = 0;i < Q3MAXDEFORMS;i++)
5859                 {
5860                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5861                         {
5862                                 generatetangents = true;
5863                                 generatenormals = true;
5864                         }
5865                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5866                                 generatenormals = true;
5867                 }
5868                 if (generatenormals && !rsurface.modelnormal3f)
5869                 {
5870                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5871                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5872                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5873                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5874                 }
5875                 if (generatetangents && !rsurface.modelsvector3f)
5876                 {
5877                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5878                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5879                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5880                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5881                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5882                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5883                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
5884                 }
5885         }
5886         rsurface.vertex3f  = rsurface.modelvertex3f;
5887         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5888         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5889         rsurface.svector3f = rsurface.modelsvector3f;
5890         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5891         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5892         rsurface.tvector3f = rsurface.modeltvector3f;
5893         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5894         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5895         rsurface.normal3f  = rsurface.modelnormal3f;
5896         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5897         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5898         // if vertices are deformed (sprite flares and things in maps, possibly
5899         // water waves, bulges and other deformations), generate them into
5900         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5901         // (may be static model data or generated data for an animated model, or
5902         //  the previous deform pass)
5903         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5904         {
5905                 switch (deform->deform)
5906                 {
5907                 default:
5908                 case Q3DEFORM_PROJECTIONSHADOW:
5909                 case Q3DEFORM_TEXT0:
5910                 case Q3DEFORM_TEXT1:
5911                 case Q3DEFORM_TEXT2:
5912                 case Q3DEFORM_TEXT3:
5913                 case Q3DEFORM_TEXT4:
5914                 case Q3DEFORM_TEXT5:
5915                 case Q3DEFORM_TEXT6:
5916                 case Q3DEFORM_TEXT7:
5917                 case Q3DEFORM_NONE:
5918                         break;
5919                 case Q3DEFORM_AUTOSPRITE:
5920                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5921                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5922                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5923                         VectorNormalize(newforward);
5924                         VectorNormalize(newright);
5925                         VectorNormalize(newup);
5926                         // make deformed versions of only the model vertices used by the specified surfaces
5927                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5928                         {
5929                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5930                                 // a single autosprite surface can contain multiple sprites...
5931                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5932                                 {
5933                                         VectorClear(center);
5934                                         for (i = 0;i < 4;i++)
5935                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5936                                         VectorScale(center, 0.25f, center);
5937                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5938                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5939                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5940                                         for (i = 0;i < 4;i++)
5941                                         {
5942                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5943                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5944                                         }
5945                                 }
5946                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
5947                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
5948                         }
5949                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5950                         rsurface.vertex3f_bufferobject = 0;
5951                         rsurface.vertex3f_bufferoffset = 0;
5952                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5953                         rsurface.svector3f_bufferobject = 0;
5954                         rsurface.svector3f_bufferoffset = 0;
5955                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5956                         rsurface.tvector3f_bufferobject = 0;
5957                         rsurface.tvector3f_bufferoffset = 0;
5958                         rsurface.normal3f = rsurface.array_deformednormal3f;
5959                         rsurface.normal3f_bufferobject = 0;
5960                         rsurface.normal3f_bufferoffset = 0;
5961                         break;
5962                 case Q3DEFORM_AUTOSPRITE2:
5963                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5964                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5965                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5966                         VectorNormalize(newforward);
5967                         VectorNormalize(newright);
5968                         VectorNormalize(newup);
5969                         // make deformed versions of only the model vertices used by the specified surfaces
5970                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5971                         {
5972                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5973                                 const float *v1, *v2;
5974                                 vec3_t start, end;
5975                                 float f, l;
5976                                 struct
5977                                 {
5978                                         float length2;
5979                                         const float *v1;
5980                                         const float *v2;
5981                                 }
5982                                 shortest[2];
5983                                 memset(shortest, 0, sizeof(shortest));
5984                                 // a single autosprite surface can contain multiple sprites...
5985                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5986                                 {
5987                                         VectorClear(center);
5988                                         for (i = 0;i < 4;i++)
5989                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5990                                         VectorScale(center, 0.25f, center);
5991                                         // find the two shortest edges, then use them to define the
5992                                         // axis vectors for rotating around the central axis
5993                                         for (i = 0;i < 6;i++)
5994                                         {
5995                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5996                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5997 #if 0
5998                                                 Debug_PolygonBegin(NULL, 0);
5999                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6000                                                 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);
6001                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6002                                                 Debug_PolygonEnd();
6003 #endif
6004                                                 l = VectorDistance2(v1, v2);
6005                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6006                                                 if (v1[2] != v2[2])
6007                                                         l += (1.0f / 1024.0f);
6008                                                 if (shortest[0].length2 > l || i == 0)
6009                                                 {
6010                                                         shortest[1] = shortest[0];
6011                                                         shortest[0].length2 = l;
6012                                                         shortest[0].v1 = v1;
6013                                                         shortest[0].v2 = v2;
6014                                                 }
6015                                                 else if (shortest[1].length2 > l || i == 1)
6016                                                 {
6017                                                         shortest[1].length2 = l;
6018                                                         shortest[1].v1 = v1;
6019                                                         shortest[1].v2 = v2;
6020                                                 }
6021                                         }
6022                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6023                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6024 #if 0
6025                                         Debug_PolygonBegin(NULL, 0);
6026                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6027                                         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);
6028                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6029                                         Debug_PolygonEnd();
6030 #endif
6031                                         // this calculates the right vector from the shortest edge
6032                                         // and the up vector from the edge midpoints
6033                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6034                                         VectorNormalize(right);
6035                                         VectorSubtract(end, start, up);
6036                                         VectorNormalize(up);
6037                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6038                                         VectorSubtract(rsurface.modelorg, center, forward);
6039                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6040                                         VectorNegate(forward, forward);
6041                                         VectorReflect(forward, 0, up, forward);
6042                                         VectorNormalize(forward);
6043                                         CrossProduct(up, forward, newright);
6044                                         VectorNormalize(newright);
6045 #if 0
6046                                         Debug_PolygonBegin(NULL, 0);
6047                                         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);
6048                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6049                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6050                                         Debug_PolygonEnd();
6051 #endif
6052 #if 0
6053                                         Debug_PolygonBegin(NULL, 0);
6054                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6055                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6056                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6057                                         Debug_PolygonEnd();
6058 #endif
6059                                         // rotate the quad around the up axis vector, this is made
6060                                         // especially easy by the fact we know the quad is flat,
6061                                         // so we only have to subtract the center position and
6062                                         // measure distance along the right vector, and then
6063                                         // multiply that by the newright vector and add back the
6064                                         // center position
6065                                         // we also need to subtract the old position to undo the
6066                                         // displacement from the center, which we do with a
6067                                         // DotProduct, the subtraction/addition of center is also
6068                                         // optimized into DotProducts here
6069                                         l = DotProduct(right, center);
6070                                         for (i = 0;i < 4;i++)
6071                                         {
6072                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6073                                                 f = DotProduct(right, v1) - l;
6074                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6075                                         }
6076                                 }
6077                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6078                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6079                         }
6080                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6081                         rsurface.vertex3f_bufferobject = 0;
6082                         rsurface.vertex3f_bufferoffset = 0;
6083                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6084                         rsurface.svector3f_bufferobject = 0;
6085                         rsurface.svector3f_bufferoffset = 0;
6086                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6087                         rsurface.tvector3f_bufferobject = 0;
6088                         rsurface.tvector3f_bufferoffset = 0;
6089                         rsurface.normal3f = rsurface.array_deformednormal3f;
6090                         rsurface.normal3f_bufferobject = 0;
6091                         rsurface.normal3f_bufferoffset = 0;
6092                         break;
6093                 case Q3DEFORM_NORMAL:
6094                         // deform the normals to make reflections wavey
6095                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6096                         {
6097                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6098                                 for (j = 0;j < surface->num_vertices;j++)
6099                                 {
6100                                         float vertex[3];
6101                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6102                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6103                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6104                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6105                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6106                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6107                                         VectorNormalize(normal);
6108                                 }
6109                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6110                         }
6111                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6112                         rsurface.svector3f_bufferobject = 0;
6113                         rsurface.svector3f_bufferoffset = 0;
6114                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6115                         rsurface.tvector3f_bufferobject = 0;
6116                         rsurface.tvector3f_bufferoffset = 0;
6117                         rsurface.normal3f = rsurface.array_deformednormal3f;
6118                         rsurface.normal3f_bufferobject = 0;
6119                         rsurface.normal3f_bufferoffset = 0;
6120                         break;
6121                 case Q3DEFORM_WAVE:
6122                         // deform vertex array to make wavey water and flags and such
6123                         waveparms[0] = deform->waveparms[0];
6124                         waveparms[1] = deform->waveparms[1];
6125                         waveparms[2] = deform->waveparms[2];
6126                         waveparms[3] = deform->waveparms[3];
6127                         // this is how a divisor of vertex influence on deformation
6128                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6129                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6130                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6131                         {
6132                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6133                                 for (j = 0;j < surface->num_vertices;j++)
6134                                 {
6135                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6136                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6137                                         // if the wavefunc depends on time, evaluate it per-vertex
6138                                         if (waveparms[3])
6139                                         {
6140                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6141                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6142                                         }
6143                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6144                                 }
6145                         }
6146                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6147                         rsurface.vertex3f_bufferobject = 0;
6148                         rsurface.vertex3f_bufferoffset = 0;
6149                         break;
6150                 case Q3DEFORM_BULGE:
6151                         // deform vertex array to make the surface have moving bulges
6152                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6153                         {
6154                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6155                                 for (j = 0;j < surface->num_vertices;j++)
6156                                 {
6157                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6158                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6159                                 }
6160                         }
6161                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6162                         rsurface.vertex3f_bufferobject = 0;
6163                         rsurface.vertex3f_bufferoffset = 0;
6164                         break;
6165                 case Q3DEFORM_MOVE:
6166                         // deform vertex array
6167                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6168                         VectorScale(deform->parms, scale, waveparms);
6169                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6170                         {
6171                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6172                                 for (j = 0;j < surface->num_vertices;j++)
6173                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6174                         }
6175                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6176                         rsurface.vertex3f_bufferobject = 0;
6177                         rsurface.vertex3f_bufferoffset = 0;
6178                         break;
6179                 }
6180         }
6181         // generate texcoords based on the chosen texcoord source
6182         switch(rsurface.texture->tcgen.tcgen)
6183         {
6184         default:
6185         case Q3TCGEN_TEXTURE:
6186                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6187                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6188                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6189                 break;
6190         case Q3TCGEN_LIGHTMAP:
6191                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6192                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6193                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6194                 break;
6195         case Q3TCGEN_VECTOR:
6196                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6197                 {
6198                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6199                         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)
6200                         {
6201                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6202                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6203                         }
6204                 }
6205                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6206                 rsurface.texcoordtexture2f_bufferobject  = 0;
6207                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6208                 break;
6209         case Q3TCGEN_ENVIRONMENT:
6210                 // make environment reflections using a spheremap
6211                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6212                 {
6213                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6214                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6215                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6216                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6217                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6218                         {
6219                                 // identical to Q3A's method, but executed in worldspace so
6220                                 // carried models can be shiny too
6221
6222                                 float viewer[3], d, reflected[3], worldreflected[3];
6223
6224                                 VectorSubtract(rsurface.modelorg, vertex, viewer);
6225                                 // VectorNormalize(viewer);
6226
6227                                 d = DotProduct(normal, viewer);
6228
6229                                 reflected[0] = normal[0]*2*d - viewer[0];
6230                                 reflected[1] = normal[1]*2*d - viewer[1];
6231                                 reflected[2] = normal[2]*2*d - viewer[2];
6232                                 // note: this is proportinal to viewer, so we can normalize later
6233
6234                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6235                                 VectorNormalize(worldreflected);
6236
6237                                 // note: this sphere map only uses world x and z!
6238                                 // so positive and negative y will LOOK THE SAME.
6239                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6240                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6241                         }
6242                 }
6243                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6244                 rsurface.texcoordtexture2f_bufferobject  = 0;
6245                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6246                 break;
6247         }
6248         // the only tcmod that needs software vertex processing is turbulent, so
6249         // check for it here and apply the changes if needed
6250         // and we only support that as the first one
6251         // (handling a mixture of turbulent and other tcmods would be problematic
6252         //  without punting it entirely to a software path)
6253         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6254         {
6255                 amplitude = rsurface.texture->tcmods[0].parms[1];
6256                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6257                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6258                 {
6259                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6260                         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)
6261                         {
6262                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6263                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6264                         }
6265                 }
6266                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6267                 rsurface.texcoordtexture2f_bufferobject  = 0;
6268                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6269         }
6270         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6271         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6272         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6273         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6274 }
6275
6276 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6277 {
6278         int i, j;
6279         const msurface_t *surface = texturesurfacelist[0];
6280         const msurface_t *surface2;
6281         int firstvertex;
6282         int endvertex;
6283         int numvertices;
6284         int numtriangles;
6285         // TODO: lock all array ranges before render, rather than on each surface
6286         if (texturenumsurfaces == 1)
6287         {
6288                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6289                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6290         }
6291         else if (r_batchmode.integer == 2)
6292         {
6293                 #define MAXBATCHTRIANGLES 4096
6294                 int batchtriangles = 0;
6295                 int batchelements[MAXBATCHTRIANGLES*3];
6296                 for (i = 0;i < texturenumsurfaces;i = j)
6297                 {
6298                         surface = texturesurfacelist[i];
6299                         j = i + 1;
6300                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6301                         {
6302                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6303                                 continue;
6304                         }
6305                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6306                         batchtriangles = surface->num_triangles;
6307                         firstvertex = surface->num_firstvertex;
6308                         endvertex = surface->num_firstvertex + surface->num_vertices;
6309                         for (;j < texturenumsurfaces;j++)
6310                         {
6311                                 surface2 = texturesurfacelist[j];
6312                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6313                                         break;
6314                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6315                                 batchtriangles += surface2->num_triangles;
6316                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6317                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6318                         }
6319                         surface2 = texturesurfacelist[j-1];
6320                         numvertices = endvertex - firstvertex;
6321                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6322                 }
6323         }
6324         else if (r_batchmode.integer == 1)
6325         {
6326                 for (i = 0;i < texturenumsurfaces;i = j)
6327                 {
6328                         surface = texturesurfacelist[i];
6329                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6330                                 if (texturesurfacelist[j] != surface2)
6331                                         break;
6332                         surface2 = texturesurfacelist[j-1];
6333                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6334                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6335                         GL_LockArrays(surface->num_firstvertex, numvertices);
6336                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6337                 }
6338         }
6339         else
6340         {
6341                 for (i = 0;i < texturenumsurfaces;i++)
6342                 {
6343                         surface = texturesurfacelist[i];
6344                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6345                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6346                 }
6347         }
6348 }
6349
6350 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6351 {
6352         int i, planeindex, vertexindex;
6353         float d, bestd;
6354         vec3_t vert;
6355         const float *v;
6356         r_waterstate_waterplane_t *p, *bestp;
6357         msurface_t *surface;
6358         if (r_waterstate.renderingscene)
6359                 return;
6360         for (i = 0;i < texturenumsurfaces;i++)
6361         {
6362                 surface = texturesurfacelist[i];
6363                 if (lightmaptexunit >= 0)
6364                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6365                 if (deluxemaptexunit >= 0)
6366                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6367                 // pick the closest matching water plane
6368                 bestd = 0;
6369                 bestp = NULL;
6370                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6371                 {
6372                         d = 0;
6373                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6374                         {
6375                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6376                                 d += fabs(PlaneDiff(vert, &p->plane));
6377                         }
6378                         if (bestd > d || !bestp)
6379                         {
6380                                 bestd = d;
6381                                 bestp = p;
6382                         }
6383                 }
6384                 if (bestp)
6385                 {
6386                         if (refractiontexunit >= 0)
6387                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6388                         if (reflectiontexunit >= 0)
6389                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6390                 }
6391                 else
6392                 {
6393                         if (refractiontexunit >= 0)
6394                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6395                         if (reflectiontexunit >= 0)
6396                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6397                 }
6398                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6399                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6400         }
6401 }
6402
6403 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6404 {
6405         int i;
6406         int j;
6407         const msurface_t *surface = texturesurfacelist[0];
6408         const msurface_t *surface2;
6409         int firstvertex;
6410         int endvertex;
6411         int numvertices;
6412         int numtriangles;
6413         // TODO: lock all array ranges before render, rather than on each surface
6414         if (texturenumsurfaces == 1)
6415         {
6416                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6417                 if (deluxemaptexunit >= 0)
6418                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6419                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6420                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6421         }
6422         else if (r_batchmode.integer == 2)
6423         {
6424                 #define MAXBATCHTRIANGLES 4096
6425                 int batchtriangles = 0;
6426                 int batchelements[MAXBATCHTRIANGLES*3];
6427                 for (i = 0;i < texturenumsurfaces;i = j)
6428                 {
6429                         surface = texturesurfacelist[i];
6430                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6431                         if (deluxemaptexunit >= 0)
6432                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6433                         j = i + 1;
6434                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6435                         {
6436                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6437                                 continue;
6438                         }
6439                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6440                         batchtriangles = surface->num_triangles;
6441                         firstvertex = surface->num_firstvertex;
6442                         endvertex = surface->num_firstvertex + surface->num_vertices;
6443                         for (;j < texturenumsurfaces;j++)
6444                         {
6445                                 surface2 = texturesurfacelist[j];
6446                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6447                                         break;
6448                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6449                                 batchtriangles += surface2->num_triangles;
6450                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6451                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6452                         }
6453                         surface2 = texturesurfacelist[j-1];
6454                         numvertices = endvertex - firstvertex;
6455                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6456                 }
6457         }
6458         else if (r_batchmode.integer == 1)
6459         {
6460 #if 0
6461                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6462                 for (i = 0;i < texturenumsurfaces;i = j)
6463                 {
6464                         surface = texturesurfacelist[i];
6465                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6466                                 if (texturesurfacelist[j] != surface2)
6467                                         break;
6468                         Con_Printf(" %i", j - i);
6469                 }
6470                 Con_Printf("\n");
6471                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6472 #endif
6473                 for (i = 0;i < texturenumsurfaces;i = j)
6474                 {
6475                         surface = texturesurfacelist[i];
6476                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6477                         if (deluxemaptexunit >= 0)
6478                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6479                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6480                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6481                                         break;
6482 #if 0
6483                         Con_Printf(" %i", j - i);
6484 #endif
6485                         surface2 = texturesurfacelist[j-1];
6486                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6487                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6488                         GL_LockArrays(surface->num_firstvertex, numvertices);
6489                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6490                 }
6491 #if 0
6492                 Con_Printf("\n");
6493 #endif
6494         }
6495         else
6496         {
6497                 for (i = 0;i < texturenumsurfaces;i++)
6498                 {
6499                         surface = texturesurfacelist[i];
6500                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6501                         if (deluxemaptexunit >= 0)
6502                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6503                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6504                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6505                 }
6506         }
6507 }
6508
6509 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6510 {
6511         int j;
6512         int texturesurfaceindex;
6513         if (r_showsurfaces.integer == 2)
6514         {
6515                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6516                 {
6517                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6518                         for (j = 0;j < surface->num_triangles;j++)
6519                         {
6520                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6521                                 GL_Color(f, f, f, 1);
6522                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6523                         }
6524                 }
6525         }
6526         else
6527         {
6528                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6529                 {
6530                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6531                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
6532                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
6533                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6534                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6535                 }
6536         }
6537 }
6538
6539 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6540 {
6541         int texturesurfaceindex;
6542         int i;
6543         float *v, *c2;
6544         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6545         {
6546                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6547                 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)
6548                 {
6549                         c2[0] = 0.5;
6550                         c2[1] = 0.5;
6551                         c2[2] = 0.5;
6552                         c2[3] = 1;
6553                 }
6554         }
6555         rsurface.lightmapcolor4f = rsurface.array_color4f;
6556         rsurface.lightmapcolor4f_bufferobject = 0;
6557         rsurface.lightmapcolor4f_bufferoffset = 0;
6558 }
6559
6560 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6561 {
6562         int texturesurfaceindex;
6563         int i;
6564         float f;
6565         float *v, *c, *c2;
6566         if (rsurface.lightmapcolor4f)
6567         {
6568                 // generate color arrays for the surfaces in this list
6569                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6570                 {
6571                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6572                         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)
6573                         {
6574                                 f = FogPoint_Model(v);
6575                                 c2[0] = c[0] * f;
6576                                 c2[1] = c[1] * f;
6577                                 c2[2] = c[2] * f;
6578                                 c2[3] = c[3];
6579                         }
6580                 }
6581         }
6582         else
6583         {
6584                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6585                 {
6586                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6587                         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)
6588                         {
6589                                 f = FogPoint_Model(v);
6590                                 c2[0] = f;
6591                                 c2[1] = f;
6592                                 c2[2] = f;
6593                                 c2[3] = 1;
6594                         }
6595                 }
6596         }
6597         rsurface.lightmapcolor4f = rsurface.array_color4f;
6598         rsurface.lightmapcolor4f_bufferobject = 0;
6599         rsurface.lightmapcolor4f_bufferoffset = 0;
6600 }
6601
6602 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6603 {
6604         int texturesurfaceindex;
6605         int i;
6606         float f;
6607         float *v, *c, *c2;
6608         if (!rsurface.lightmapcolor4f)
6609                 return;
6610         // generate color arrays for the surfaces in this list
6611         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6612         {
6613                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6614                 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)
6615                 {
6616                         f = FogPoint_Model(v);
6617                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6618                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6619                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6620                         c2[3] = c[3];
6621                 }
6622         }
6623         rsurface.lightmapcolor4f = rsurface.array_color4f;
6624         rsurface.lightmapcolor4f_bufferobject = 0;
6625         rsurface.lightmapcolor4f_bufferoffset = 0;
6626 }
6627
6628 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6629 {
6630         int texturesurfaceindex;
6631         int i;
6632         float *c, *c2;
6633         if (!rsurface.lightmapcolor4f)
6634                 return;
6635         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6636         {
6637                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6638                 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)
6639                 {
6640                         c2[0] = c[0] * r;
6641                         c2[1] = c[1] * g;
6642                         c2[2] = c[2] * b;
6643                         c2[3] = c[3] * a;
6644                 }
6645         }
6646         rsurface.lightmapcolor4f = rsurface.array_color4f;
6647         rsurface.lightmapcolor4f_bufferobject = 0;
6648         rsurface.lightmapcolor4f_bufferoffset = 0;
6649 }
6650
6651 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6652 {
6653         int texturesurfaceindex;
6654         int i;
6655         float *c, *c2;
6656         if (!rsurface.lightmapcolor4f)
6657                 return;
6658         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6659         {
6660                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6661                 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)
6662                 {
6663                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6664                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6665                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6666                         c2[3] = c[3];
6667                 }
6668         }
6669         rsurface.lightmapcolor4f = rsurface.array_color4f;
6670         rsurface.lightmapcolor4f_bufferobject = 0;
6671         rsurface.lightmapcolor4f_bufferoffset = 0;
6672 }
6673
6674 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6675 {
6676         // TODO: optimize
6677         rsurface.lightmapcolor4f = NULL;
6678         rsurface.lightmapcolor4f_bufferobject = 0;
6679         rsurface.lightmapcolor4f_bufferoffset = 0;
6680         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6681         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6682         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6683         GL_Color(r, g, b, a);
6684         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6685 }
6686
6687 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6688 {
6689         // TODO: optimize applyfog && applycolor case
6690         // just apply fog if necessary, and tint the fog color array if necessary
6691         rsurface.lightmapcolor4f = NULL;
6692         rsurface.lightmapcolor4f_bufferobject = 0;
6693         rsurface.lightmapcolor4f_bufferoffset = 0;
6694         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6695         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6696         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6697         GL_Color(r, g, b, a);
6698         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6699 }
6700
6701 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6702 {
6703         int texturesurfaceindex;
6704         int i;
6705         float *c;
6706         // TODO: optimize
6707         if (texturesurfacelist[0]->lightmapinfo)
6708         {
6709                 // generate color arrays for the surfaces in this list
6710                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6711                 {
6712                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6713                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6714                         {
6715                                 if (surface->lightmapinfo->samples)
6716                                 {
6717                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6718                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6719                                         VectorScale(lm, scale, c);
6720                                         if (surface->lightmapinfo->styles[1] != 255)
6721                                         {
6722                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6723                                                 lm += size3;
6724                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6725                                                 VectorMA(c, scale, lm, c);
6726                                                 if (surface->lightmapinfo->styles[2] != 255)
6727                                                 {
6728                                                         lm += size3;
6729                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6730                                                         VectorMA(c, scale, lm, c);
6731                                                         if (surface->lightmapinfo->styles[3] != 255)
6732                                                         {
6733                                                                 lm += size3;
6734                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6735                                                                 VectorMA(c, scale, lm, c);
6736                                                         }
6737                                                 }
6738                                         }
6739                                 }
6740                                 else
6741                                         VectorClear(c);
6742                                 c[3] = 1;
6743                         }
6744                 }
6745                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6746                 rsurface.lightmapcolor4f_bufferobject = 0;
6747                 rsurface.lightmapcolor4f_bufferoffset = 0;
6748         }
6749         else
6750         {
6751                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6752                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6753                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6754         }
6755         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6756         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6757         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6758         GL_Color(r, g, b, a);
6759         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6760 }
6761
6762 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6763 {
6764         int texturesurfaceindex;
6765         int i;
6766         float f;
6767         float *v, *c, *c2, alpha;
6768         vec3_t ambientcolor;
6769         vec3_t diffusecolor;
6770         vec3_t lightdir;
6771         // TODO: optimize
6772         // model lighting
6773         VectorCopy(rsurface.modellight_lightdir, lightdir);
6774         f = 0.5f * r_refdef.lightmapintensity;
6775         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6776         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6777         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6778         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6779         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6780         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6781         alpha = *a;
6782         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6783         {
6784                 // generate color arrays for the surfaces in this list
6785                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6786                 {
6787                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6788                         int numverts = surface->num_vertices;
6789                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6790                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6791                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6792                         // q3-style directional shading
6793                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6794                         {
6795                                 if ((f = DotProduct(c2, lightdir)) > 0)
6796                                         VectorMA(ambientcolor, f, diffusecolor, c);
6797                                 else
6798                                         VectorCopy(ambientcolor, c);
6799                                 c[3] = alpha;
6800                         }
6801                 }
6802                 *r = 1;
6803                 *g = 1;
6804                 *b = 1;
6805                 *a = 1;
6806                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6807                 rsurface.lightmapcolor4f_bufferobject = 0;
6808                 rsurface.lightmapcolor4f_bufferoffset = 0;
6809                 *applycolor = false;
6810         }
6811         else
6812         {
6813                 *r = ambientcolor[0];
6814                 *g = ambientcolor[1];
6815                 *b = ambientcolor[2];
6816                 rsurface.lightmapcolor4f = NULL;
6817                 rsurface.lightmapcolor4f_bufferobject = 0;
6818                 rsurface.lightmapcolor4f_bufferoffset = 0;
6819         }
6820 }
6821
6822 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6823 {
6824         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6825         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6826         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6827         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6828         GL_Color(r, g, b, a);
6829         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6830 }
6831
6832 void RSurf_SetupDepthAndCulling(void)
6833 {
6834         // submodels are biased to avoid z-fighting with world surfaces that they
6835         // may be exactly overlapping (avoids z-fighting artifacts on certain
6836         // doors and things in Quake maps)
6837         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6838         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6839         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6840         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6841 }
6842
6843 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6844 {
6845         // transparent sky would be ridiculous
6846         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6847                 return;
6848         R_SetupGenericShader(false);
6849         if (skyrendernow)
6850         {
6851                 skyrendernow = false;
6852                 // we have to force off the water clipping plane while rendering sky
6853                 R_SetupView(false);
6854                 R_Sky();
6855                 R_SetupView(true);
6856                 // restore entity matrix
6857                 R_Mesh_Matrix(&rsurface.matrix);
6858         }
6859         RSurf_SetupDepthAndCulling();
6860         GL_DepthMask(true);
6861         // LordHavoc: HalfLife maps have freaky skypolys so don't use
6862         // skymasking on them, and Quake3 never did sky masking (unlike
6863         // software Quake and software Quake2), so disable the sky masking
6864         // in Quake3 maps as it causes problems with q3map2 sky tricks,
6865         // and skymasking also looks very bad when noclipping outside the
6866         // level, so don't use it then either.
6867         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6868         {
6869                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6870                 R_Mesh_ColorPointer(NULL, 0, 0);
6871                 R_Mesh_ResetTextureState();
6872                 if (skyrendermasked)
6873                 {
6874                         R_SetupDepthOrShadowShader();
6875                         // depth-only (masking)
6876                         GL_ColorMask(0,0,0,0);
6877                         // just to make sure that braindead drivers don't draw
6878                         // anything despite that colormask...
6879                         GL_BlendFunc(GL_ZERO, GL_ONE);
6880                 }
6881                 else
6882                 {
6883                         R_SetupGenericShader(false);
6884                         // fog sky
6885                         GL_BlendFunc(GL_ONE, GL_ZERO);
6886                 }
6887                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6888                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6889                 if (skyrendermasked)
6890                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6891         }
6892         R_Mesh_ResetTextureState();
6893         GL_Color(1, 1, 1, 1);
6894 }
6895
6896 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6897 {
6898         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6899                 return;
6900
6901         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6902         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6903         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6904         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6905         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6906         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6907         if (rsurface.texture->backgroundcurrentskinframe)
6908         {
6909                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6910                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6911                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6912                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6913         }
6914         if(rsurface.texture->colormapping)
6915         {
6916                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6917                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6918         }
6919         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6920         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6921                 R_Mesh_ColorPointer(NULL, 0, 0);
6922         else
6923                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6924
6925         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6926         {
6927                 // render background
6928                 GL_BlendFunc(GL_ONE, GL_ZERO);
6929                 GL_DepthMask(true);
6930                 GL_AlphaTest(false);
6931
6932                 GL_Color(1, 1, 1, 1);
6933                 R_Mesh_ColorPointer(NULL, 0, 0);
6934
6935                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6936                 if (r_glsl_permutation)
6937                 {
6938                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6939                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6940                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6941                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6942                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6943                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6944                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6945                 }
6946                 GL_LockArrays(0, 0);
6947
6948                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6949                 GL_DepthMask(false);
6950                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6951                         R_Mesh_ColorPointer(NULL, 0, 0);
6952                 else
6953                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6954                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6955                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6956         }
6957
6958         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6959         if (!r_glsl_permutation)
6960                 return;
6961
6962         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6963         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6964         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6965         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6966         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6967         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6968
6969         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6970         {
6971                 GL_BlendFunc(GL_ONE, GL_ZERO);
6972                 GL_DepthMask(true);
6973                 GL_AlphaTest(false);
6974         }
6975         else
6976         {
6977                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6978                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6979                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6980         }
6981
6982         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6983         {
6984                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6985                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6986                 else
6987                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6988         }
6989         else
6990         {
6991                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6992                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6993                 else
6994                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6995         }
6996         GL_LockArrays(0, 0);
6997 }
6998
6999 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7000 {
7001         // OpenGL 1.3 path - anything not completely ancient
7002         int texturesurfaceindex;
7003         qboolean applycolor;
7004         qboolean applyfog;
7005         rmeshstate_t m;
7006         int layerindex;
7007         const texturelayer_t *layer;
7008         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7009
7010         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7011         {
7012                 vec4_t layercolor;
7013                 int layertexrgbscale;
7014                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7015                 {
7016                         if (layerindex == 0)
7017                                 GL_AlphaTest(true);
7018                         else
7019                         {
7020                                 GL_AlphaTest(false);
7021                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7022                         }
7023                 }
7024                 GL_DepthMask(layer->depthmask && writedepth);
7025                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7026                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7027                 {
7028                         layertexrgbscale = 4;
7029                         VectorScale(layer->color, 0.25f, layercolor);
7030                 }
7031                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7032                 {
7033                         layertexrgbscale = 2;
7034                         VectorScale(layer->color, 0.5f, layercolor);
7035                 }
7036                 else
7037                 {
7038                         layertexrgbscale = 1;
7039                         VectorScale(layer->color, 1.0f, layercolor);
7040                 }
7041                 layercolor[3] = layer->color[3];
7042                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7043                 R_Mesh_ColorPointer(NULL, 0, 0);
7044                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7045                 switch (layer->type)
7046                 {
7047                 case TEXTURELAYERTYPE_LITTEXTURE:
7048                         memset(&m, 0, sizeof(m));
7049                         m.tex[0] = R_GetTexture(r_texture_white);
7050                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7051                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7052                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7053                         m.tex[1] = R_GetTexture(layer->texture);
7054                         m.texmatrix[1] = layer->texmatrix;
7055                         m.texrgbscale[1] = layertexrgbscale;
7056                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7057                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7058                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7059                         R_Mesh_TextureState(&m);
7060                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7061                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7062                         else if (rsurface.uselightmaptexture)
7063                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7064                         else
7065                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7066                         break;
7067                 case TEXTURELAYERTYPE_TEXTURE:
7068                         memset(&m, 0, sizeof(m));
7069                         m.tex[0] = R_GetTexture(layer->texture);
7070                         m.texmatrix[0] = layer->texmatrix;
7071                         m.texrgbscale[0] = layertexrgbscale;
7072                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7073                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7074                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7075                         R_Mesh_TextureState(&m);
7076                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7077                         break;
7078                 case TEXTURELAYERTYPE_FOG:
7079                         memset(&m, 0, sizeof(m));
7080                         m.texrgbscale[0] = layertexrgbscale;
7081                         if (layer->texture)
7082                         {
7083                                 m.tex[0] = R_GetTexture(layer->texture);
7084                                 m.texmatrix[0] = layer->texmatrix;
7085                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7086                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7087                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7088                         }
7089                         R_Mesh_TextureState(&m);
7090                         // generate a color array for the fog pass
7091                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7092                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7093                         {
7094                                 int i;
7095                                 float f, *v, *c;
7096                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7097                                 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)
7098                                 {
7099                                         f = 1 - FogPoint_Model(v);
7100                                         c[0] = layercolor[0];
7101                                         c[1] = layercolor[1];
7102                                         c[2] = layercolor[2];
7103                                         c[3] = f * layercolor[3];
7104                                 }
7105                         }
7106                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7107                         break;
7108                 default:
7109                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7110                 }
7111                 GL_LockArrays(0, 0);
7112         }
7113         CHECKGLERROR
7114         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7115         {
7116                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7117                 GL_AlphaTest(false);
7118         }
7119 }
7120
7121 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7122 {
7123         // OpenGL 1.1 - crusty old voodoo path
7124         int texturesurfaceindex;
7125         qboolean applyfog;
7126         rmeshstate_t m;
7127         int layerindex;
7128         const texturelayer_t *layer;
7129         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7130
7131         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7132         {
7133                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7134                 {
7135                         if (layerindex == 0)
7136                                 GL_AlphaTest(true);
7137                         else
7138                         {
7139                                 GL_AlphaTest(false);
7140                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7141                         }
7142                 }
7143                 GL_DepthMask(layer->depthmask && writedepth);
7144                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7145                 R_Mesh_ColorPointer(NULL, 0, 0);
7146                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7147                 switch (layer->type)
7148                 {
7149                 case TEXTURELAYERTYPE_LITTEXTURE:
7150                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7151                         {
7152                                 // two-pass lit texture with 2x rgbscale
7153                                 // first the lightmap pass
7154                                 memset(&m, 0, sizeof(m));
7155                                 m.tex[0] = R_GetTexture(r_texture_white);
7156                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7157                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7158                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7159                                 R_Mesh_TextureState(&m);
7160                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7161                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7162                                 else if (rsurface.uselightmaptexture)
7163                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7164                                 else
7165                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7166                                 GL_LockArrays(0, 0);
7167                                 // then apply the texture to it
7168                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7169                                 memset(&m, 0, sizeof(m));
7170                                 m.tex[0] = R_GetTexture(layer->texture);
7171                                 m.texmatrix[0] = layer->texmatrix;
7172                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7173                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7174                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7175                                 R_Mesh_TextureState(&m);
7176                                 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);
7177                         }
7178                         else
7179                         {
7180                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7181                                 memset(&m, 0, sizeof(m));
7182                                 m.tex[0] = R_GetTexture(layer->texture);
7183                                 m.texmatrix[0] = layer->texmatrix;
7184                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7185                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7186                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7187                                 R_Mesh_TextureState(&m);
7188                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7189                                         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);
7190                                 else
7191                                         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);
7192                         }
7193                         break;
7194                 case TEXTURELAYERTYPE_TEXTURE:
7195                         // singletexture unlit texture with transparency support
7196                         memset(&m, 0, sizeof(m));
7197                         m.tex[0] = R_GetTexture(layer->texture);
7198                         m.texmatrix[0] = layer->texmatrix;
7199                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7200                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7201                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7202                         R_Mesh_TextureState(&m);
7203                         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);
7204                         break;
7205                 case TEXTURELAYERTYPE_FOG:
7206                         // singletexture fogging
7207                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7208                         if (layer->texture)
7209                         {
7210                                 memset(&m, 0, sizeof(m));
7211                                 m.tex[0] = R_GetTexture(layer->texture);
7212                                 m.texmatrix[0] = layer->texmatrix;
7213                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7214                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7215                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7216                                 R_Mesh_TextureState(&m);
7217                         }
7218                         else
7219                                 R_Mesh_ResetTextureState();
7220                         // generate a color array for the fog pass
7221                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7222                         {
7223                                 int i;
7224                                 float f, *v, *c;
7225                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7226                                 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)
7227                                 {
7228                                         f = 1 - FogPoint_Model(v);
7229                                         c[0] = layer->color[0];
7230                                         c[1] = layer->color[1];
7231                                         c[2] = layer->color[2];
7232                                         c[3] = f * layer->color[3];
7233                                 }
7234                         }
7235                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7236                         break;
7237                 default:
7238                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7239                 }
7240                 GL_LockArrays(0, 0);
7241         }
7242         CHECKGLERROR
7243         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7244         {
7245                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7246                 GL_AlphaTest(false);
7247         }
7248 }
7249
7250 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7251 {
7252         float c[4];
7253
7254         GL_AlphaTest(false);
7255         R_Mesh_ColorPointer(NULL, 0, 0);
7256         R_Mesh_ResetTextureState();
7257         R_SetupGenericShader(false);
7258
7259         if(rsurface.texture && rsurface.texture->currentskinframe)
7260         {
7261                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7262                 c[3] *= rsurface.texture->currentalpha;
7263         }
7264         else
7265         {
7266                 c[0] = 1;
7267                 c[1] = 0;
7268                 c[2] = 1;
7269                 c[3] = 1;
7270         }
7271
7272         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7273         {
7274                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7275                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7276                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7277         }
7278
7279         // brighten it up (as texture value 127 means "unlit")
7280         c[0] *= 2 * r_refdef.view.colorscale;
7281         c[1] *= 2 * r_refdef.view.colorscale;
7282         c[2] *= 2 * r_refdef.view.colorscale;
7283
7284         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7285                 c[3] *= r_wateralpha.value;
7286
7287         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7288         {
7289                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7290                 GL_DepthMask(false);
7291         }
7292         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7293         {
7294                 GL_BlendFunc(GL_ONE, GL_ONE);
7295                 GL_DepthMask(false);
7296         }
7297         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7298         {
7299                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7300                 GL_DepthMask(false);
7301         }
7302         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7303         {
7304                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7305                 GL_DepthMask(false);
7306         }
7307         else
7308         {
7309                 GL_BlendFunc(GL_ONE, GL_ZERO);
7310                 GL_DepthMask(writedepth);
7311         }
7312
7313         rsurface.lightmapcolor4f = NULL;
7314
7315         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7316         {
7317                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7318
7319                 rsurface.lightmapcolor4f = NULL;
7320                 rsurface.lightmapcolor4f_bufferobject = 0;
7321                 rsurface.lightmapcolor4f_bufferoffset = 0;
7322         }
7323         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7324         {
7325                 qboolean applycolor = true;
7326                 float one = 1.0;
7327
7328                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7329
7330                 r_refdef.lightmapintensity = 1;
7331                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7332                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7333         }
7334         else
7335         {
7336                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7337
7338                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7339                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7340                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7341         }
7342
7343         if(!rsurface.lightmapcolor4f)
7344                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7345
7346         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7347         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7348         if(r_refdef.fogenabled)
7349                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7350
7351         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7352         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7353 }
7354
7355 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7356 {
7357         CHECKGLERROR
7358         RSurf_SetupDepthAndCulling();
7359         if (r_showsurfaces.integer == 3)
7360                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7361         else if (r_glsl.integer && gl_support_fragment_shader)
7362                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7363         else if (gl_combine.integer && r_textureunits.integer >= 2)
7364                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7365         else
7366                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7367         CHECKGLERROR
7368 }
7369
7370 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7371 {
7372         CHECKGLERROR
7373         RSurf_SetupDepthAndCulling();
7374         if (r_showsurfaces.integer == 3)
7375                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7376         else if (r_glsl.integer && gl_support_fragment_shader)
7377                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7378         else if (gl_combine.integer && r_textureunits.integer >= 2)
7379                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7380         else
7381                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7382         CHECKGLERROR
7383 }
7384
7385 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7386 {
7387         int i, j;
7388         int texturenumsurfaces, endsurface;
7389         texture_t *texture;
7390         msurface_t *surface;
7391         msurface_t *texturesurfacelist[1024];
7392
7393         // if the model is static it doesn't matter what value we give for
7394         // wantnormals and wanttangents, so this logic uses only rules applicable
7395         // to a model, knowing that they are meaningless otherwise
7396         if (ent == r_refdef.scene.worldentity)
7397                 RSurf_ActiveWorldEntity();
7398         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7399                 RSurf_ActiveModelEntity(ent, false, false);
7400         else
7401                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7402
7403         for (i = 0;i < numsurfaces;i = j)
7404         {
7405                 j = i + 1;
7406                 surface = rsurface.modelsurfaces + surfacelist[i];
7407                 texture = surface->texture;
7408                 rsurface.texture = R_GetCurrentTexture(texture);
7409                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7410                 // scan ahead until we find a different texture
7411                 endsurface = min(i + 1024, numsurfaces);
7412                 texturenumsurfaces = 0;
7413                 texturesurfacelist[texturenumsurfaces++] = surface;
7414                 for (;j < endsurface;j++)
7415                 {
7416                         surface = rsurface.modelsurfaces + surfacelist[j];
7417                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7418                                 break;
7419                         texturesurfacelist[texturenumsurfaces++] = surface;
7420                 }
7421                 // render the range of surfaces
7422                 if (ent == r_refdef.scene.worldentity)
7423                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7424                 else
7425                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7426         }
7427         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7428         GL_AlphaTest(false);
7429 }
7430
7431 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7432 {
7433         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7434         CHECKGLERROR
7435         if (depthonly)
7436         {
7437                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7438                         return;
7439                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7440                         return;
7441                 RSurf_SetupDepthAndCulling();
7442                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7443                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7444         }
7445         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7446         {
7447                 RSurf_SetupDepthAndCulling();
7448                 GL_AlphaTest(false);
7449                 R_Mesh_ColorPointer(NULL, 0, 0);
7450                 R_Mesh_ResetTextureState();
7451                 R_SetupGenericShader(false);
7452                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7453                 GL_DepthMask(true);
7454                 GL_BlendFunc(GL_ONE, GL_ZERO);
7455                 GL_Color(0, 0, 0, 1);
7456                 GL_DepthTest(writedepth);
7457                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7458         }
7459         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7460         {
7461                 RSurf_SetupDepthAndCulling();
7462                 GL_AlphaTest(false);
7463                 R_Mesh_ColorPointer(NULL, 0, 0);
7464                 R_Mesh_ResetTextureState();
7465                 R_SetupGenericShader(false);
7466                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7467                 GL_DepthMask(true);
7468                 GL_BlendFunc(GL_ONE, GL_ZERO);
7469                 GL_DepthTest(true);
7470                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7471         }
7472         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7473                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7474         else if (!rsurface.texture->currentnumlayers)
7475                 return;
7476         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7477         {
7478                 // transparent surfaces get pushed off into the transparent queue
7479                 int surfacelistindex;
7480                 const msurface_t *surface;
7481                 vec3_t tempcenter, center;
7482                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7483                 {
7484                         surface = texturesurfacelist[surfacelistindex];
7485                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7486                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7487                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7488                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7489                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7490                 }
7491         }
7492         else
7493         {
7494                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7495                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7496         }
7497         CHECKGLERROR
7498 }
7499
7500 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7501 {
7502         int i, j;
7503         texture_t *texture;
7504         // break the surface list down into batches by texture and use of lightmapping
7505         for (i = 0;i < numsurfaces;i = j)
7506         {
7507                 j = i + 1;
7508                 // texture is the base texture pointer, rsurface.texture is the
7509                 // current frame/skin the texture is directing us to use (for example
7510                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7511                 // use skin 1 instead)
7512                 texture = surfacelist[i]->texture;
7513                 rsurface.texture = R_GetCurrentTexture(texture);
7514                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7515                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7516                 {
7517                         // if this texture is not the kind we want, skip ahead to the next one
7518                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7519                                 ;
7520                         continue;
7521                 }
7522                 // simply scan ahead until we find a different texture or lightmap state
7523                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7524                         ;
7525                 // render the range of surfaces
7526                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7527         }
7528 }
7529
7530 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7531 {
7532         CHECKGLERROR
7533         if (depthonly)
7534         {
7535                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7536                         return;
7537                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7538                         return;
7539                 RSurf_SetupDepthAndCulling();
7540                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7541                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7542         }
7543         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7544         {
7545                 RSurf_SetupDepthAndCulling();
7546                 GL_AlphaTest(false);
7547                 R_Mesh_ColorPointer(NULL, 0, 0);
7548                 R_Mesh_ResetTextureState();
7549                 R_SetupGenericShader(false);
7550                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7551                 GL_DepthMask(true);
7552                 GL_BlendFunc(GL_ONE, GL_ZERO);
7553                 GL_Color(0, 0, 0, 1);
7554                 GL_DepthTest(writedepth);
7555                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7556         }
7557         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7558         {
7559                 RSurf_SetupDepthAndCulling();
7560                 GL_AlphaTest(false);
7561                 R_Mesh_ColorPointer(NULL, 0, 0);
7562                 R_Mesh_ResetTextureState();
7563                 R_SetupGenericShader(false);
7564                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7565                 GL_DepthMask(true);
7566                 GL_BlendFunc(GL_ONE, GL_ZERO);
7567                 GL_DepthTest(true);
7568                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7569         }
7570         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7571                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7572         else if (!rsurface.texture->currentnumlayers)
7573                 return;
7574         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7575         {
7576                 // transparent surfaces get pushed off into the transparent queue
7577                 int surfacelistindex;
7578                 const msurface_t *surface;
7579                 vec3_t tempcenter, center;
7580                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7581                 {
7582                         surface = texturesurfacelist[surfacelistindex];
7583                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7584                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7585                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7586                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7587                         if (queueentity->transparent_offset) // transparent offset
7588                         {
7589                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
7590                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
7591                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
7592                         }
7593                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7594                 }
7595         }
7596         else
7597         {
7598                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7599                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7600         }
7601         CHECKGLERROR
7602 }
7603
7604 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7605 {
7606         int i, j;
7607         texture_t *texture;
7608         // break the surface list down into batches by texture and use of lightmapping
7609         for (i = 0;i < numsurfaces;i = j)
7610         {
7611                 j = i + 1;
7612                 // texture is the base texture pointer, rsurface.texture is the
7613                 // current frame/skin the texture is directing us to use (for example
7614                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7615                 // use skin 1 instead)
7616                 texture = surfacelist[i]->texture;
7617                 rsurface.texture = R_GetCurrentTexture(texture);
7618                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7619                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7620                 {
7621                         // if this texture is not the kind we want, skip ahead to the next one
7622                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7623                                 ;
7624                         continue;
7625                 }
7626                 // simply scan ahead until we find a different texture or lightmap state
7627                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7628                         ;
7629                 // render the range of surfaces
7630                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7631         }
7632 }
7633
7634 float locboxvertex3f[6*4*3] =
7635 {
7636         1,0,1, 1,0,0, 1,1,0, 1,1,1,
7637         0,1,1, 0,1,0, 0,0,0, 0,0,1,
7638         1,1,1, 1,1,0, 0,1,0, 0,1,1,
7639         0,0,1, 0,0,0, 1,0,0, 1,0,1,
7640         0,0,1, 1,0,1, 1,1,1, 0,1,1,
7641         1,0,0, 0,0,0, 0,1,0, 1,1,0
7642 };
7643
7644 unsigned short locboxelements[6*2*3] =
7645 {
7646          0, 1, 2, 0, 2, 3,
7647          4, 5, 6, 4, 6, 7,
7648          8, 9,10, 8,10,11,
7649         12,13,14, 12,14,15,
7650         16,17,18, 16,18,19,
7651         20,21,22, 20,22,23
7652 };
7653
7654 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7655 {
7656         int i, j;
7657         cl_locnode_t *loc = (cl_locnode_t *)ent;
7658         vec3_t mins, size;
7659         float vertex3f[6*4*3];
7660         CHECKGLERROR
7661         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7662         GL_DepthMask(false);
7663         GL_DepthRange(0, 1);
7664         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7665         GL_DepthTest(true);
7666         GL_CullFace(GL_NONE);
7667         R_Mesh_Matrix(&identitymatrix);
7668
7669         R_Mesh_VertexPointer(vertex3f, 0, 0);
7670         R_Mesh_ColorPointer(NULL, 0, 0);
7671         R_Mesh_ResetTextureState();
7672         R_SetupGenericShader(false);
7673
7674         i = surfacelist[0];
7675         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7676                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7677                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7678                         surfacelist[0] < 0 ? 0.5f : 0.125f);
7679
7680         if (VectorCompare(loc->mins, loc->maxs))
7681         {
7682                 VectorSet(size, 2, 2, 2);
7683                 VectorMA(loc->mins, -0.5f, size, mins);
7684         }
7685         else
7686         {
7687                 VectorCopy(loc->mins, mins);
7688                 VectorSubtract(loc->maxs, loc->mins, size);
7689         }
7690
7691         for (i = 0;i < 6*4*3;)
7692                 for (j = 0;j < 3;j++, i++)
7693                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7694
7695         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7696 }
7697
7698 void R_DrawLocs(void)
7699 {
7700         int index;
7701         cl_locnode_t *loc, *nearestloc;
7702         vec3_t center;
7703         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7704         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7705         {
7706                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7707                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7708         }
7709 }
7710
7711 void R_DrawDebugModel(entity_render_t *ent)
7712 {
7713         int i, j, k, l, flagsmask;
7714         const int *elements;
7715         q3mbrush_t *brush;
7716         msurface_t *surface;
7717         dp_model_t *model = ent->model;
7718         vec3_t v;
7719
7720         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7721
7722         R_Mesh_ColorPointer(NULL, 0, 0);
7723         R_Mesh_ResetTextureState();
7724         R_SetupGenericShader(false);
7725         GL_DepthRange(0, 1);
7726         GL_DepthTest(!r_showdisabledepthtest.integer);
7727         GL_DepthMask(false);
7728         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7729
7730         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7731         {
7732                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7733                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7734                 {
7735                         if (brush->colbrushf && brush->colbrushf->numtriangles)
7736                         {
7737                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7738                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7739                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7740                         }
7741                 }
7742                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7743                 {
7744                         if (surface->num_collisiontriangles)
7745                         {
7746                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7747                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7748                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7749                         }
7750                 }
7751         }
7752
7753         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7754
7755         if (r_showtris.integer || r_shownormals.integer)
7756         {
7757                 if (r_showdisabledepthtest.integer)
7758                 {
7759                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7760                         GL_DepthMask(false);
7761                 }
7762                 else
7763                 {
7764                         GL_BlendFunc(GL_ONE, GL_ZERO);
7765                         GL_DepthMask(true);
7766                 }
7767                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7768                 {
7769                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7770                                 continue;
7771                         rsurface.texture = R_GetCurrentTexture(surface->texture);
7772                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7773                         {
7774                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7775                                 if (r_showtris.value > 0)
7776                                 {
7777                                         if (!rsurface.texture->currentlayers->depthmask)
7778                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7779                                         else if (ent == r_refdef.scene.worldentity)
7780                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7781                                         else
7782                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7783                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7784                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7785                                         R_Mesh_ColorPointer(NULL, 0, 0);
7786                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7787                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7788                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7789                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7790                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7791                                         CHECKGLERROR
7792                                 }
7793                                 if (r_shownormals.value < 0)
7794                                 {
7795                                         qglBegin(GL_LINES);
7796                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7797                                         {
7798                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7799                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7800                                                 qglVertex3f(v[0], v[1], v[2]);
7801                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7802                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7803                                                 qglVertex3f(v[0], v[1], v[2]);
7804                                         }
7805                                         qglEnd();
7806                                         CHECKGLERROR
7807                                 }
7808                                 if (r_shownormals.value > 0)
7809                                 {
7810                                         qglBegin(GL_LINES);
7811                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7812                                         {
7813                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7814                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7815                                                 qglVertex3f(v[0], v[1], v[2]);
7816                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7817                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7818                                                 qglVertex3f(v[0], v[1], v[2]);
7819                                         }
7820                                         qglEnd();
7821                                         CHECKGLERROR
7822                                         qglBegin(GL_LINES);
7823                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7824                                         {
7825                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7826                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7827                                                 qglVertex3f(v[0], v[1], v[2]);
7828                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7829                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7830                                                 qglVertex3f(v[0], v[1], v[2]);
7831                                         }
7832                                         qglEnd();
7833                                         CHECKGLERROR
7834                                         qglBegin(GL_LINES);
7835                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7836                                         {
7837                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7838                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7839                                                 qglVertex3f(v[0], v[1], v[2]);
7840                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7841                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7842                                                 qglVertex3f(v[0], v[1], v[2]);
7843                                         }
7844                                         qglEnd();
7845                                         CHECKGLERROR
7846                                 }
7847                         }
7848                 }
7849                 rsurface.texture = NULL;
7850         }
7851 }
7852
7853 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7854 int r_maxsurfacelist = 0;
7855 msurface_t **r_surfacelist = NULL;
7856 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7857 {
7858         int i, j, endj, f, flagsmask;
7859         texture_t *t;
7860         dp_model_t *model = r_refdef.scene.worldmodel;
7861         msurface_t *surfaces;
7862         unsigned char *update;
7863         int numsurfacelist = 0;
7864         if (model == NULL)
7865                 return;
7866
7867         if (r_maxsurfacelist < model->num_surfaces)
7868         {
7869                 r_maxsurfacelist = model->num_surfaces;
7870                 if (r_surfacelist)
7871                         Mem_Free(r_surfacelist);
7872                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7873         }
7874
7875         RSurf_ActiveWorldEntity();
7876
7877         surfaces = model->data_surfaces;
7878         update = model->brushq1.lightmapupdateflags;
7879
7880         // update light styles on this submodel
7881         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7882         {
7883                 model_brush_lightstyleinfo_t *style;
7884                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7885                 {
7886                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7887                         {
7888                                 int *list = style->surfacelist;
7889                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7890                                 for (j = 0;j < style->numsurfaces;j++)
7891                                         update[list[j]] = true;
7892                         }
7893                 }
7894         }
7895
7896         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7897
7898         if (debug)
7899         {
7900                 R_DrawDebugModel(r_refdef.scene.worldentity);
7901                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7902                 return;
7903         }
7904
7905         f = 0;
7906         t = NULL;
7907         rsurface.uselightmaptexture = false;
7908         rsurface.texture = NULL;
7909         rsurface.rtlight = NULL;
7910         numsurfacelist = 0;
7911         // add visible surfaces to draw list
7912         for (i = 0;i < model->nummodelsurfaces;i++)
7913         {
7914                 j = model->sortedmodelsurfaces[i];
7915                 if (r_refdef.viewcache.world_surfacevisible[j])
7916                         r_surfacelist[numsurfacelist++] = surfaces + j;
7917         }
7918         // update lightmaps if needed
7919         if (update)
7920                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7921                         if (r_refdef.viewcache.world_surfacevisible[j])
7922                                 if (update[j])
7923                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7924         // don't do anything if there were no surfaces
7925         if (!numsurfacelist)
7926         {
7927                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7928                 return;
7929         }
7930         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7931         GL_AlphaTest(false);
7932
7933         // add to stats if desired
7934         if (r_speeds.integer && !skysurfaces && !depthonly)
7935         {
7936                 r_refdef.stats.world_surfaces += numsurfacelist;
7937                 for (j = 0;j < numsurfacelist;j++)
7938                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7939         }
7940         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7941 }
7942
7943 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7944 {
7945         int i, j, endj, f, flagsmask;
7946         texture_t *t;
7947         dp_model_t *model = ent->model;
7948         msurface_t *surfaces;
7949         unsigned char *update;
7950         int numsurfacelist = 0;
7951         if (model == NULL)
7952                 return;
7953
7954         if (r_maxsurfacelist < model->num_surfaces)
7955         {
7956                 r_maxsurfacelist = model->num_surfaces;
7957                 if (r_surfacelist)
7958                         Mem_Free(r_surfacelist);
7959                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7960         }
7961
7962         // if the model is static it doesn't matter what value we give for
7963         // wantnormals and wanttangents, so this logic uses only rules applicable
7964         // to a model, knowing that they are meaningless otherwise
7965         if (ent == r_refdef.scene.worldentity)
7966                 RSurf_ActiveWorldEntity();
7967         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7968                 RSurf_ActiveModelEntity(ent, false, false);
7969         else
7970                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7971
7972         surfaces = model->data_surfaces;
7973         update = model->brushq1.lightmapupdateflags;
7974
7975         // update light styles
7976         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7977         {
7978                 model_brush_lightstyleinfo_t *style;
7979                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7980                 {
7981                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7982                         {
7983                                 int *list = style->surfacelist;
7984                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7985                                 for (j = 0;j < style->numsurfaces;j++)
7986                                         update[list[j]] = true;
7987                         }
7988                 }
7989         }
7990
7991         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7992
7993         if (debug)
7994         {
7995                 R_DrawDebugModel(ent);
7996                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7997                 return;
7998         }
7999
8000         f = 0;
8001         t = NULL;
8002         rsurface.uselightmaptexture = false;
8003         rsurface.texture = NULL;
8004         rsurface.rtlight = NULL;
8005         numsurfacelist = 0;
8006         // add visible surfaces to draw list
8007         for (i = 0;i < model->nummodelsurfaces;i++)
8008                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
8009         // don't do anything if there were no surfaces
8010         if (!numsurfacelist)
8011         {
8012                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8013                 return;
8014         }
8015         // update lightmaps if needed
8016         if (update)
8017                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8018                         if (update[j])
8019                                 R_BuildLightMap(ent, surfaces + j);
8020         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8021         GL_AlphaTest(false);
8022
8023         // add to stats if desired
8024         if (r_speeds.integer && !skysurfaces && !depthonly)
8025         {
8026                 r_refdef.stats.entities_surfaces += numsurfacelist;
8027                 for (j = 0;j < numsurfacelist;j++)
8028                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8029         }
8030         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8031 }