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added in stub permutations for shadowmap2d and shadowmapcube cases
[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 "#ifdef USESHADOWMAPRECT\n"
451 "#extension GL_ARB_texture_rectangle : enable\n"
452 "#endif\n"
453 "#ifdef USESHADOWMAP2D\n"
454 "# ifdef HASTEXTUREGATHER\n"
455 "#   extension GL_ARB_texture_gather : enable\n"
456 "# else\n"
457 "#   ifdef HASTEXTURE4\n"
458 "#     extension GL_AMD_texture_texture4 : enable\n"
459 "#     define textureGather texture4\n"
460 "#   endif\n"
461 "# endif\n"
462 "#endif\n"
463 "#ifdef USESHADOWMAPCUBE\n"
464 "#extension GL_EXT_gpu_shader4 : enable\n"
465 "#endif\n"
466 "\n"
467 "// common definitions between vertex shader and fragment shader:\n"
468 "\n"
469 "//#ifdef __GLSL_CG_DATA_TYPES\n"
470 "//# define myhalf half\n"
471 "//# define myhalf2 half2\n"
472 "//# define myhalf3half3\n"
473 "//# define myhalf4 half4\n"
474 "//#else\n"
475 "# define myhalf float\n"
476 "# define myhalf2 vec2\n"
477 "# define myhalf3 vec3\n"
478 "# define myhalf4 vec4\n"
479 "//#endif\n"
480 "\n"
481 "#ifdef MODE_DEPTH_OR_SHADOW\n"
482 "\n"
483 "# ifdef VERTEX_SHADER\n"
484 "void main(void)\n"
485 "{\n"
486 "       gl_Position = ftransform();\n"
487 "}\n"
488 "# endif\n"
489 "\n"
490 "#else\n"
491 "#ifdef MODE_SHOWDEPTH\n"
492 "# ifdef VERTEX_SHADER\n"
493 "void main(void)\n"
494 "{\n"
495 "       gl_Position = ftransform();\n"
496 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
497 "}\n"
498 "# endif\n"
499 "# ifdef FRAGMENT_SHADER\n"
500 "void main(void)\n"
501 "{\n"
502 "       gl_FragColor = gl_Color;\n"
503 "}\n"
504 "# endif\n"
505 "\n"
506 "#else // !MODE_SHOWDEPTH\n"
507 "\n"
508 "#ifdef MODE_POSTPROCESS\n"
509 "# ifdef VERTEX_SHADER\n"
510 "void main(void)\n"
511 "{\n"
512 "       gl_FrontColor = gl_Color;\n"
513 "       gl_Position = ftransform();\n"
514 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
515 "#ifdef USEBLOOM\n"
516 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
517 "#endif\n"
518 "}\n"
519 "# endif\n"
520 "# ifdef FRAGMENT_SHADER\n"
521 "\n"
522 "uniform sampler2D Texture_First;\n"
523 "#ifdef USEBLOOM\n"
524 "uniform sampler2D Texture_Second;\n"
525 "#endif\n"
526 "#ifdef USEGAMMARAMPS\n"
527 "uniform sampler2D Texture_GammaRamps;\n"
528 "#endif\n"
529 "#ifdef USESATURATION\n"
530 "uniform float Saturation;\n"
531 "#endif\n"
532 "#ifdef USEVIEWTINT\n"
533 "uniform vec4 TintColor;\n"
534 "#endif\n"
535 "//uncomment these if you want to use them:\n"
536 "uniform vec4 UserVec1;\n"
537 "// uniform vec4 UserVec2;\n"
538 "// uniform vec4 UserVec3;\n"
539 "// uniform vec4 UserVec4;\n"
540 "// uniform float ClientTime;\n"
541 "uniform vec2 PixelSize;\n"
542 "void main(void)\n"
543 "{\n"
544 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
545 "#ifdef USEBLOOM\n"
546 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
547 "#endif\n"
548 "#ifdef USEVIEWTINT\n"
549 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
550 "#endif\n"
551 "\n"
552 "#ifdef USEPOSTPROCESSING\n"
553 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
554 "// 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"
555 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
556 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
557 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
558 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
559 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
560 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
561 "#endif\n"
562 "\n"
563 "#ifdef USESATURATION\n"
564 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
565 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
566 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
567 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
568 "#endif\n"
569 "\n"
570 "#ifdef USEGAMMARAMPS\n"
571 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
572 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
573 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
574 "#endif\n"
575 "}\n"
576 "# endif\n"
577 "\n"
578 "\n"
579 "#else\n"
580 "#ifdef MODE_GENERIC\n"
581 "# ifdef VERTEX_SHADER\n"
582 "void main(void)\n"
583 "{\n"
584 "       gl_FrontColor = gl_Color;\n"
585 "#  ifdef USEDIFFUSE\n"
586 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
587 "#  endif\n"
588 "#  ifdef USESPECULAR\n"
589 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
590 "#  endif\n"
591 "       gl_Position = ftransform();\n"
592 "}\n"
593 "# endif\n"
594 "# ifdef FRAGMENT_SHADER\n"
595 "\n"
596 "#  ifdef USEDIFFUSE\n"
597 "uniform sampler2D Texture_First;\n"
598 "#  endif\n"
599 "#  ifdef USESPECULAR\n"
600 "uniform sampler2D Texture_Second;\n"
601 "#  endif\n"
602 "\n"
603 "void main(void)\n"
604 "{\n"
605 "       gl_FragColor = gl_Color;\n"
606 "#  ifdef USEDIFFUSE\n"
607 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
608 "#  endif\n"
609 "\n"
610 "#  ifdef USESPECULAR\n"
611 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
612 "#  endif\n"
613 "#  ifdef USECOLORMAPPING\n"
614 "       gl_FragColor *= tex2;\n"
615 "#  endif\n"
616 "#  ifdef USEGLOW\n"
617 "       gl_FragColor += tex2;\n"
618 "#  endif\n"
619 "#  ifdef USEVERTEXTEXTUREBLEND\n"
620 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
621 "#  endif\n"
622 "}\n"
623 "# endif\n"
624 "\n"
625 "#else // !MODE_GENERIC\n"
626 "\n"
627 "varying vec2 TexCoord;\n"
628 "#ifdef USEVERTEXTEXTUREBLEND\n"
629 "varying vec2 TexCoord2;\n"
630 "#endif\n"
631 "varying vec2 TexCoordLightmap;\n"
632 "\n"
633 "#ifdef MODE_LIGHTSOURCE\n"
634 "varying vec3 CubeVector;\n"
635 "#endif\n"
636 "\n"
637 "#ifdef MODE_LIGHTSOURCE\n"
638 "varying vec3 LightVector;\n"
639 "#endif\n"
640 "#ifdef MODE_LIGHTDIRECTION\n"
641 "varying vec3 LightVector;\n"
642 "#endif\n"
643 "\n"
644 "varying vec3 EyeVector;\n"
645 "#ifdef USEFOG\n"
646 "varying vec3 EyeVectorModelSpace;\n"
647 "#endif\n"
648 "\n"
649 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
650 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
651 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
652 "\n"
653 "#ifdef MODE_WATER\n"
654 "varying vec4 ModelViewProjectionPosition;\n"
655 "#endif\n"
656 "#ifdef MODE_REFRACTION\n"
657 "varying vec4 ModelViewProjectionPosition;\n"
658 "#endif\n"
659 "#ifdef USEREFLECTION\n"
660 "varying vec4 ModelViewProjectionPosition;\n"
661 "#endif\n"
662 "\n"
663 "\n"
664 "\n"
665 "\n"
666 "\n"
667 "// vertex shader specific:\n"
668 "#ifdef VERTEX_SHADER\n"
669 "\n"
670 "uniform vec3 LightPosition;\n"
671 "uniform vec3 EyePosition;\n"
672 "uniform vec3 LightDir;\n"
673 "\n"
674 "// 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"
675 "\n"
676 "void main(void)\n"
677 "{\n"
678 "       gl_FrontColor = gl_Color;\n"
679 "       // copy the surface texcoord\n"
680 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
681 "#ifdef USEVERTEXTEXTUREBLEND\n"
682 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
683 "#endif\n"
684 "#ifndef MODE_LIGHTSOURCE\n"
685 "# ifndef MODE_LIGHTDIRECTION\n"
686 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
687 "# endif\n"
688 "#endif\n"
689 "\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "       // transform vertex position into light attenuation/cubemap space\n"
692 "       // (-1 to +1 across the light box)\n"
693 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
694 "\n"
695 "       // transform unnormalized light direction into tangent space\n"
696 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
697 "       //  normalize it per pixel)\n"
698 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
699 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
700 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
701 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
702 "#endif\n"
703 "\n"
704 "#ifdef MODE_LIGHTDIRECTION\n"
705 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
706 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
707 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
708 "#endif\n"
709 "\n"
710 "       // transform unnormalized eye direction into tangent space\n"
711 "#ifndef USEFOG\n"
712 "       vec3 EyeVectorModelSpace;\n"
713 "#endif\n"
714 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
715 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
716 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
717 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
718 "\n"
719 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
720 "       VectorS = gl_MultiTexCoord1.xyz;\n"
721 "       VectorT = gl_MultiTexCoord2.xyz;\n"
722 "       VectorR = gl_MultiTexCoord3.xyz;\n"
723 "#endif\n"
724 "\n"
725 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
726 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
727 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
728 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
729 "//#endif\n"
730 "\n"
731 "// transform vertex to camera space, using ftransform to match non-VS\n"
732 "       // rendering\n"
733 "       gl_Position = ftransform();\n"
734 "\n"
735 "#ifdef MODE_WATER\n"
736 "       ModelViewProjectionPosition = gl_Position;\n"
737 "#endif\n"
738 "#ifdef MODE_REFRACTION\n"
739 "       ModelViewProjectionPosition = gl_Position;\n"
740 "#endif\n"
741 "#ifdef USEREFLECTION\n"
742 "       ModelViewProjectionPosition = gl_Position;\n"
743 "#endif\n"
744 "}\n"
745 "\n"
746 "#endif // VERTEX_SHADER\n"
747 "\n"
748 "\n"
749 "\n"
750 "\n"
751 "// fragment shader specific:\n"
752 "#ifdef FRAGMENT_SHADER\n"
753 "\n"
754 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
755 "uniform sampler2D Texture_Normal;\n"
756 "uniform sampler2D Texture_Color;\n"
757 "uniform sampler2D Texture_Gloss;\n"
758 "uniform sampler2D Texture_Glow;\n"
759 "uniform sampler2D Texture_SecondaryNormal;\n"
760 "uniform sampler2D Texture_SecondaryColor;\n"
761 "uniform sampler2D Texture_SecondaryGloss;\n"
762 "uniform sampler2D Texture_SecondaryGlow;\n"
763 "uniform sampler2D Texture_Pants;\n"
764 "uniform sampler2D Texture_Shirt;\n"
765 "uniform sampler2D Texture_FogMask;\n"
766 "uniform sampler2D Texture_Lightmap;\n"
767 "uniform sampler2D Texture_Deluxemap;\n"
768 "uniform sampler2D Texture_Refraction;\n"
769 "uniform sampler2D Texture_Reflection;\n"
770 "uniform sampler2D Texture_Attenuation;\n"
771 "uniform samplerCube Texture_Cube;\n"
772 "\n"
773 "#define showshadowmap 0\n"
774 "\n"
775 "#ifdef USESHADOWMAPRECT\n"
776 "# ifdef USESHADOWSAMPLER\n"
777 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
778 "# else\n"
779 "uniform sampler2DRect Texture_ShadowMapRect;\n"
780 "# endif\n"
781 "#endif\n"
782 "\n"
783 "#ifdef USESHADOWMAP2D\n"
784 "# ifdef USESHADOWSAMPLER\n"
785 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
786 "# else\n"
787 "uniform sampler2D Texture_ShadowMap2D;\n"
788 "# endif\n"
789 "#endif\n"
790 "\n"
791 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
792 "uniform samplerCube Texture_CubeProjection;\n"
793 "#endif\n"
794 "\n"
795 "#ifdef USESHADOWMAPCUBE\n"
796 "# ifdef USESHADOWSAMPLER\n"
797 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
798 "# else\n"
799 "uniform samplerCube Texture_ShadowMapCube;\n"
800 "# endif\n"
801 "#endif\n"
802 "\n"
803 "uniform myhalf3 LightColor;\n"
804 "uniform myhalf3 AmbientColor;\n"
805 "uniform myhalf3 DiffuseColor;\n"
806 "uniform myhalf3 SpecularColor;\n"
807 "uniform myhalf3 Color_Pants;\n"
808 "uniform myhalf3 Color_Shirt;\n"
809 "uniform myhalf3 FogColor;\n"
810 "\n"
811 "uniform myhalf4 TintColor;\n"
812 "\n"
813 "\n"
814 "//#ifdef MODE_WATER\n"
815 "uniform vec4 DistortScaleRefractReflect;\n"
816 "uniform vec4 ScreenScaleRefractReflect;\n"
817 "uniform vec4 ScreenCenterRefractReflect;\n"
818 "uniform myhalf4 RefractColor;\n"
819 "uniform myhalf4 ReflectColor;\n"
820 "uniform myhalf ReflectFactor;\n"
821 "uniform myhalf ReflectOffset;\n"
822 "//#else\n"
823 "//# ifdef MODE_REFRACTION\n"
824 "//uniform vec4 DistortScaleRefractReflect;\n"
825 "//uniform vec4 ScreenScaleRefractReflect;\n"
826 "//uniform vec4 ScreenCenterRefractReflect;\n"
827 "//uniform myhalf4 RefractColor;\n"
828 "//#  ifdef USEREFLECTION\n"
829 "//uniform myhalf4 ReflectColor;\n"
830 "//#  endif\n"
831 "//# else\n"
832 "//#  ifdef USEREFLECTION\n"
833 "//uniform vec4 DistortScaleRefractReflect;\n"
834 "//uniform vec4 ScreenScaleRefractReflect;\n"
835 "//uniform vec4 ScreenCenterRefractReflect;\n"
836 "//uniform myhalf4 ReflectColor;\n"
837 "//#  endif\n"
838 "//# endif\n"
839 "//#endif\n"
840 "\n"
841 "uniform myhalf GlowScale;\n"
842 "uniform myhalf SceneBrightness;\n"
843 "\n"
844 "uniform float OffsetMapping_Scale;\n"
845 "uniform float OffsetMapping_Bias;\n"
846 "uniform float FogRangeRecip;\n"
847 "\n"
848 "uniform myhalf AmbientScale;\n"
849 "uniform myhalf DiffuseScale;\n"
850 "uniform myhalf SpecularScale;\n"
851 "uniform myhalf SpecularPower;\n"
852 "\n"
853 "#ifdef USEOFFSETMAPPING\n"
854 "vec2 OffsetMapping(vec2 TexCoord)\n"
855 "{\n"
856 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
857 "       // 14 sample relief mapping: linear search and then binary search\n"
858 "       // this basically steps forward a small amount repeatedly until it finds\n"
859 "       // itself inside solid, then jitters forward and back using decreasing\n"
860 "       // amounts to find the impact\n"
861 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
862 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
863 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
864 "       vec3 RT = vec3(TexCoord, 1);\n"
865 "       OffsetVector *= 0.1;\n"
866 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
867 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
868 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
869 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
870 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
871 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
872 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
873 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
874 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
875 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
876 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
877 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
878 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
879 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
880 "       return RT.xy;\n"
881 "#else\n"
882 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
883 "       // this basically moves forward the full distance, and then backs up based\n"
884 "       // on height of samples\n"
885 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
886 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
887 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
888 "       TexCoord += OffsetVector;\n"
889 "       OffsetVector *= 0.333;\n"
890 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
891 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
892 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
893 "       return TexCoord;\n"
894 "#endif\n"
895 "}\n"
896 "#endif // USEOFFSETMAPPING\n"
897 "\n"
898 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
899 "uniform vec4 ShadowMap_TextureScale;\n"
900 "uniform vec4 ShadowMap_Parameters;\n"
901 "#endif\n"
902 "\n"
903 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
904 "vec3 GetShadowMapTC2D(vec3 dir)\n"
905 "{\n"
906 "       vec3 adir = abs(dir);\n"
907 "# if 0\n"
908 "       vec2 tc;\n"
909 "       vec2 offset;\n"
910 "       float ma;\n"
911 "       if (adir.x > adir.y)\n"
912 "       {\n"
913 "               if (adir.x > adir.z)\n"
914 "               {\n"
915 "                       ma = adir.x;\n"
916 "                       if (dir.x >= 0.0)\n"
917 "                       {\n"
918 "                               // +X\n"
919 "                               tc = vec2(-dir.z, -dir.y);\n"
920 "                               offset = vec2(0.5, 0.5);\n"
921 "                       }\n"
922 "                       else\n"
923 "                       {\n"
924 "                               // -X\n"
925 "                               tc = vec2( dir.z, -dir.y);\n"
926 "                               offset = vec2(1.5, 0.5);\n"
927 "                       }\n"
928 "               }\n"
929 "               else\n"
930 "               {\n"
931 "            ma = adir.z;\n"
932 "                       if (dir.z >= 0.0)\n"
933 "                       {\n"
934 "                               // +Z\n"
935 "                               tc = vec2( dir.x, -dir.y);\n"
936 "                               offset = vec2(0.5, 2.5);\n"
937 "                       }\n"
938 "                       else\n"
939 "                       {\n"
940 "                               // -Z\n"
941 "                               tc = vec2(-dir.x, -dir.y);\n"
942 "                               offset = vec2(1.5, 2.5);\n"
943 "                       }\n"
944 "               }\n"
945 "       }\n"
946 "       else\n"
947 "       {\n"
948 "               if (adir.y > adir.z)\n"
949 "               {\n"
950 "            ma = adir.y;\n"
951 "                       if (dir.y >= 0.0)\n"
952 "                       {\n"
953 "                               // +Y\n"
954 "                               tc = vec2( dir.x,  dir.z);\n"
955 "                               offset = vec2(0.5, 1.5);\n"
956 "                       }\n"
957 "                       else\n"
958 "                       {\n"
959 "                               // -Y\n"
960 "                               tc = vec2( dir.x, -dir.z);\n"
961 "                               offset = vec2(1.5, 1.5);\n"
962 "                       }\n"
963 "               }\n"
964 "               else\n"
965 "               {\n"
966 "            ma = adir.z;\n"
967 "                       if (dir.z >= 0.0)\n"
968 "                       {\n"
969 "                               // +Z\n"
970 "                               tc = vec2(dir.x, -dir.y);\n"
971 "                               offset = vec2(0.5, 2.5);\n"
972 "                       }\n"
973 "                       else\n"
974 "                       {\n"
975 "                               // -Z\n"
976 "                               tc = vec2(-dir.x, -dir.y);\n"
977 "                               offset = vec2(1.5, 2.5);\n"
978 "                       }\n"
979 "               }\n"
980 "       }\n"
981 "\n"
982 "       return vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma + vec3(offset * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
983 "# else\n"
984 "#  ifdef USESHADOWMAPRECT \n"
985 "    return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra * ShadowMap_TextureScale.xy, ShadowMap_TextureScale.z + ShadowMap_TextureScale.w / max(max(adir.x, adir.y), adir.z));\n"
986 "#  else\n"
987 "    return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
988 "#  endif\n"
989 "# endif\n"
990 "}\n"
991 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
992 "\n"
993 "#ifdef USESHADOWMAPCUBE\n"
994 "vec4 GetShadowMapTCCube(vec3 dir)\n"
995 "{\n"
996 "    vec3 adir = abs(dir);\n"
997 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
998 "}\n"
999 "#endif\n"
1000 "\n"
1001 "#if !showshadowmap\n"
1002 "# ifdef USESHADOWMAPRECT\n"
1003 "float ShadowMapCompare(vec3 dir)\n"
1004 "{\n"
1005 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1006 "       float f;\n"
1007 "#  ifdef USESHADOWSAMPLER\n"
1008 "\n"
1009 "#    ifdef USESHADOWMAPPCF\n"
1010 "       f = dot(vec4(0.25),\n"
1011 "                       vec4(shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3(-0.4,  1.0, 0.0)).r,\n"
1012 "                                shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3(-1.0, -0.4, 0.0)).r,\n"
1013 "                                shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3( 0.4, -1.0, 0.0)).r,\n"
1014 "                                shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3( 1.0,  0.4, 0.0)).r));\n"
1015 "#    else\n"
1016 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1017 "#    endif\n"
1018 "\n"
1019 "#  else\n"
1020 "\n"
1021 "#    ifdef USESHADOWMAPPCF\n"
1022 "#      if defined(HASTEXTUREGATHER) || defined(HASTEXTURE4)\n"
1023 "    vec2 offset = fract(shadowmaptc.xy - 0.5);\n"
1024 "    vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, -1.0))),\n"
1025 "         group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, -1.0))),\n"
1026 "         group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0,  1.0))),\n"
1027 "         group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0,  1.0))),\n"
1028 "         cols = vec4(group1.ab, group2.ab) + vec4(group3.rg, group4.rg) +\n"
1029 "                mix(vec4(group1.rg, group2.rg), vec4(group3.ab, group4.ab), offset.y);\n"
1030 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1031 "#      elif 1\n"
1032 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1033 "    vec4 row1 = step(shadowmaptc.z,\n"
1034 "                    vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0, -1.0)).r,\n"
1035 "                         texture2DRect(Texture_ShadowMapRect, center + vec2( 0.0, -1.0)).r,\n"
1036 "                         texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0, -1.0)).r,\n"
1037 "                         texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0, -1.0)).r)),\n"
1038 "         row2 = step(shadowmaptc.z,\n"
1039 "                    vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0,  0.0)).r,\n"
1040 "                         texture2DRect(Texture_ShadowMapRect, center).r,\n"
1041 "                         texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0,  0.0)).r,\n"
1042 "                         texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0,  0.0)).r)),\n"
1043 "         row3 = step(shadowmaptc.z,\n"
1044 "                    vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0,  1.0)).r,\n"
1045 "                         texture2DRect(Texture_ShadowMapRect, center + vec2( 0.0,  1.0)).r,\n"
1046 "                         texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0,  1.0)).r,\n"
1047 "                         texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0,  1.0)).r)),\n"
1048 "         row4 = step(shadowmaptc.z,\n"
1049 "                    vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0,  2.0)).r,\n"
1050 "                         texture2DRect(Texture_ShadowMapRect, center + vec2( 0.0,  2.0)).r,\n"
1051 "                         texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0,  2.0)).r,\n"
1052 "                         texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0,  2.0)).r)),\n"
1053 "         cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1054 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1055 "#      else\n"
1056 "    vec2 offset = fract(shadowmaptc.xy);\n"
1057 "    vec3 row1 = step(shadowmaptc.z,\n"
1058 "                    vec3(texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, -1.0)).r,\n"
1059 "                         texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 0.0, -1.0)).r,\n"
1060 "                         texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, -1.0)).r)),\n"
1061 "         row2 = step(shadowmaptc.z,\n"
1062 "                    vec3(texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0,  0.0)).r,\n"
1063 "                         texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r,\n"
1064 "                         texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0,  0.0)).r)),\n"
1065 "         row3 = step(shadowmaptc.z,\n"
1066 "                    vec3(texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0,  1.0)).r,\n"
1067 "                         texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 0.0,  1.0)).r,\n"
1068 "                         texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0,  1.0)).r)),\n"
1069 "         cols = row2 + mix(row1, row3, offset.y);\n"
1070 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1071 "#      endif\n"
1072 "#    else\n"
1073 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1074 "#    endif\n"
1075 "\n"
1076 "#  endif\n"
1077 "       return f;\n"
1078 "}\n"
1079 "# endif\n"
1080 "\n"
1081 "# ifdef USESHADOWMAP2D\n"
1082 "float ShadowMapCompare(vec3 dir)\n"
1083 "{\n"
1084 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1085 "    float f;\n"
1086 "#  ifdef USESHADOWSAMPLER\n"
1087 "    f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
1088 "#  else\n"
1089 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
1090 "#  endif\n"
1091 "    return f;\n"
1092 "}\n"
1093 "# endif\n"
1094 "\n"
1095 "# ifdef USESHADOWMAPCUBE\n"
1096 "float ShadowMapCompare(vec3 dir)\n"
1097 "{\n"
1098 "    // apply depth texture cubemap as light filter\n"
1099 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1100 "    float f;\n"
1101 "#  ifdef USESHADOWSAMPLER\n"
1102 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1103 "#  else\n"
1104 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1105 "#  endif\n"
1106 "    return f;\n"
1107 "}\n"
1108 "# endif\n"
1109 "#endif\n"
1110 "\n"
1111 "#ifdef MODE_WATER\n"
1112 "\n"
1113 "// water pass\n"
1114 "void main(void)\n"
1115 "{\n"
1116 "#ifdef USEOFFSETMAPPING\n"
1117 "       // apply offsetmapping\n"
1118 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1119 "#define TexCoord TexCoordOffset\n"
1120 "#endif\n"
1121 "\n"
1122 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1123 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1124 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1125 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1126 "       // FIXME temporary hack to detect the case that the reflection\n"
1127 "       // gets blackened at edges due to leaving the area that contains actual\n"
1128 "       // content.\n"
1129 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1130 "       // 'appening.\n"
1131 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1132 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1133 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1134 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1135 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1136 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1137 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1138 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1139 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1140 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1141 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1142 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1143 "}\n"
1144 "\n"
1145 "#else // !MODE_WATER\n"
1146 "#ifdef MODE_REFRACTION\n"
1147 "\n"
1148 "// refraction pass\n"
1149 "void main(void)\n"
1150 "{\n"
1151 "#ifdef USEOFFSETMAPPING\n"
1152 "       // apply offsetmapping\n"
1153 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1154 "#define TexCoord TexCoordOffset\n"
1155 "#endif\n"
1156 "\n"
1157 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1158 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1159 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1160 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1161 "       // FIXME temporary hack to detect the case that the reflection\n"
1162 "       // gets blackened at edges due to leaving the area that contains actual\n"
1163 "       // content.\n"
1164 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1165 "       // 'appening.\n"
1166 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1167 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1168 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1169 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1170 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1171 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1172 "}\n"
1173 "\n"
1174 "#else // !MODE_REFRACTION\n"
1175 "void main(void)\n"
1176 "{\n"
1177 "#ifdef USEOFFSETMAPPING\n"
1178 "       // apply offsetmapping\n"
1179 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1180 "#define TexCoord TexCoordOffset\n"
1181 "#endif\n"
1182 "\n"
1183 "       // combine the diffuse textures (base, pants, shirt)\n"
1184 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1185 "#ifdef USECOLORMAPPING\n"
1186 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1187 "#endif\n"
1188 "#ifdef USEVERTEXTEXTUREBLEND\n"
1189 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1190 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1191 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1192 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1193 "       color.a = 1.0;\n"
1194 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1195 "#endif\n"
1196 "\n"
1197 "#ifdef USEDIFFUSE\n"
1198 "       // get the surface normal and the gloss color\n"
1199 "# ifdef USEVERTEXTEXTUREBLEND\n"
1200 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1201 "#  ifdef USESPECULAR\n"
1202 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1203 "#  endif\n"
1204 "# else\n"
1205 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1206 "#  ifdef USESPECULAR\n"
1207 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1208 "#  endif\n"
1209 "# endif\n"
1210 "#endif\n"
1211 "\n"
1212 "\n"
1213 "\n"
1214 "#ifdef MODE_LIGHTSOURCE\n"
1215 "       // light source\n"
1216 "\n"
1217 "       // calculate surface normal, light normal, and specular normal\n"
1218 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1219 "       // scale by light color and attenuation as efficiently as possible\n"
1220 "       // (do as much scalar math as possible rather than vector math)\n"
1221 "# ifdef USEDIFFUSE\n"
1222 "       // get the light normal\n"
1223 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1224 "# endif\n"
1225 "# ifdef USESPECULAR\n"
1226 "#  ifndef USEEXACTSPECULARMATH\n"
1227 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1228 "\n"
1229 "#  endif\n"
1230 "       // calculate directional shading\n"
1231 "#  ifdef USEEXACTSPECULARMATH\n"
1232 "       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"
1233 "#  else\n"
1234 "       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"
1235 "#  endif\n"
1236 "# else\n"
1237 "#  ifdef USEDIFFUSE\n"
1238 "       // calculate directional shading\n"
1239 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1240 "#  else\n"
1241 "       // calculate directionless shading\n"
1242 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1243 "#  endif\n"
1244 "# endif\n"
1245 "\n"
1246 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1247 "#if !showshadowmap\n"
1248 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1249 "#endif\n"
1250 "#endif\n"
1251 "\n"
1252 "# ifdef USECUBEFILTER\n"
1253 "       // apply light cubemap filter\n"
1254 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1255 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1256 "# endif\n"
1257 "#endif // MODE_LIGHTSOURCE\n"
1258 "\n"
1259 "\n"
1260 "\n"
1261 "\n"
1262 "#ifdef MODE_LIGHTDIRECTION\n"
1263 "       // directional model lighting\n"
1264 "# ifdef USEDIFFUSE\n"
1265 "       // get the light normal\n"
1266 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1267 "# endif\n"
1268 "# ifdef USESPECULAR\n"
1269 "       // calculate directional shading\n"
1270 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1271 "#  ifdef USEEXACTSPECULARMATH\n"
1272 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1273 "#  else\n"
1274 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1275 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1276 "#  endif\n"
1277 "# else\n"
1278 "#  ifdef USEDIFFUSE\n"
1279 "\n"
1280 "       // calculate directional shading\n"
1281 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1282 "#  else\n"
1283 "       color.rgb *= AmbientColor;\n"
1284 "#  endif\n"
1285 "# endif\n"
1286 "#endif // MODE_LIGHTDIRECTION\n"
1287 "\n"
1288 "\n"
1289 "\n"
1290 "\n"
1291 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1292 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1293 "\n"
1294 "       // get the light normal\n"
1295 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1296 "       myhalf3 diffusenormal;\n"
1297 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1298 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1299 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1300 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1301 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1302 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1303 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1304 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1305 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1306 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1307 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1308 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1309 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1310 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1311 "# ifdef USESPECULAR\n"
1312 "#  ifdef USEEXACTSPECULARMATH\n"
1313 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1314 "#  else\n"
1315 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1316 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1317 "#  endif\n"
1318 "# endif\n"
1319 "\n"
1320 "       // apply lightmap color\n"
1321 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1322 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1323 "\n"
1324 "\n"
1325 "\n"
1326 "\n"
1327 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1328 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1329 "\n"
1330 "       // get the light normal\n"
1331 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1332 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1333 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1334 "# ifdef USESPECULAR\n"
1335 "#  ifdef USEEXACTSPECULARMATH\n"
1336 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1337 "#  else\n"
1338 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1339 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1340 "#  endif\n"
1341 "# endif\n"
1342 "\n"
1343 "       // apply lightmap color\n"
1344 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1345 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1346 "\n"
1347 "\n"
1348 "\n"
1349 "\n"
1350 "#ifdef MODE_LIGHTMAP\n"
1351 "       // apply lightmap color\n"
1352 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1353 "#endif // MODE_LIGHTMAP\n"
1354 "\n"
1355 "\n"
1356 "\n"
1357 "\n"
1358 "#ifdef MODE_VERTEXCOLOR\n"
1359 "       // apply lightmap color\n"
1360 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1361 "#endif // MODE_VERTEXCOLOR\n"
1362 "\n"
1363 "\n"
1364 "\n"
1365 "\n"
1366 "#ifdef MODE_FLATCOLOR\n"
1367 "#endif // MODE_FLATCOLOR\n"
1368 "\n"
1369 "\n"
1370 "\n"
1371 "\n"
1372 "\n"
1373 "\n"
1374 "\n"
1375 "       color *= TintColor;\n"
1376 "\n"
1377 "#ifdef USEGLOW\n"
1378 "#ifdef USEVERTEXTEXTUREBLEND\n"
1379 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1380 "#else\n"
1381 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1382 "#endif\n"
1383 "#endif\n"
1384 "\n"
1385 "       color.rgb *= SceneBrightness;\n"
1386 "\n"
1387 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1388 "#ifdef USEFOG\n"
1389 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1390 "#endif\n"
1391 "\n"
1392 "       // 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"
1393 "#ifdef USEREFLECTION\n"
1394 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1395 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1396 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1397 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1398 "       // FIXME temporary hack to detect the case that the reflection\n"
1399 "       // gets blackened at edges due to leaving the area that contains actual\n"
1400 "       // content.\n"
1401 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1402 "       // 'appening.\n"
1403 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1404 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1405 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1406 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1407 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1408 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1409 "#endif\n"
1410 "\n"
1411 "       gl_FragColor = vec4(color);\n"
1412 "\n"
1413 "#if showshadowmap\n"
1414 "# ifdef USESHADOWMAPRECT\n"
1415 "#  ifdef USESHADOWSAMPLER\n"
1416 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1417 "#  else\n"
1418 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1419 "#  endif\n"
1420 "# endif\n"
1421 "# ifdef USESHADOWMAP2D\n"
1422 "#  ifdef USESHADOWSAMPLER\n"
1423 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1424 "#  else\n"
1425 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1426 "#  endif\n"
1427 "# endif\n"
1428 "\n"
1429 "# ifdef USESHADOWMAPCUBE\n"
1430 "#  ifdef USESHADOWSAMPLER\n"
1431 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1432 "#  else\n"
1433 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1434 "#  endif\n"
1435 "# endif\n"
1436 "#endif\n"
1437 "}\n"
1438 "#endif // !MODE_REFRACTION\n"
1439 "#endif // !MODE_WATER\n"
1440 "\n"
1441 "#endif // FRAGMENT_SHADER\n"
1442 "\n"
1443 "#endif // !MODE_GENERIC\n"
1444 "#endif // !MODE_POSTPROCESS\n"
1445 "#endif // !MODE_SHOWDEPTH\n"
1446 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1447 ;
1448
1449 typedef struct shaderpermutationinfo_s
1450 {
1451         const char *pretext;
1452         const char *name;
1453 }
1454 shaderpermutationinfo_t;
1455
1456 typedef struct shadermodeinfo_s
1457 {
1458         const char *vertexfilename;
1459         const char *geometryfilename;
1460         const char *fragmentfilename;
1461         const char *pretext;
1462         const char *name;
1463 }
1464 shadermodeinfo_t;
1465
1466 typedef enum shaderpermutation_e
1467 {
1468         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1469         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1470         SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1471         SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1472         SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1473         SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1474         SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1475         SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1476         SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1477         SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1478         SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1479         SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1480         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1481         SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1482         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1483         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1484         SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1485         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1486         SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1487         SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1488         SHADERPERMUTATION_SHADOWSAMPLER = 1<<15, //< (lightsource) use hardware shadowmap test
1489         SHADERPERMUTATION_LIMIT = 1<<16, ///< size of permutations array
1490         SHADERPERMUTATION_COUNT = 16 ///< size of shaderpermutationinfo array
1491 }
1492 shaderpermutation_t;
1493
1494 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1495 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1496 {
1497         {"#define USEDIFFUSE\n", " diffuse"},
1498         {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1499         {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1500         {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1501         {"#define USECUBEFILTER\n", " cubefilter"},
1502         {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1503         {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1504         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1505         {"#define USEREFLECTION\n", " reflection"},
1506         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1507         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1508         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1509         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1510         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1511         {"#define USESHADOWMAPPCF\n", " shadowmappcf"},
1512         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1513 };
1514
1515 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1516 typedef enum shadermode_e
1517 {
1518         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1519         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1520         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1521         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1522         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1523         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1524         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1525         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1526         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1527         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1528         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1529         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1530         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1531         SHADERMODE_COUNT
1532 }
1533 shadermode_t;
1534
1535 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1536 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1537 {
1538         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1539         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1540         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1541         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1542         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1543         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1544         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1545         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1546         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1547         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1548         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1549         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1550         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1551 };
1552
1553 typedef struct r_glsl_permutation_s
1554 {
1555         /// indicates if we have tried compiling this permutation already
1556         qboolean compiled;
1557         /// 0 if compilation failed
1558         int program;
1559         /// locations of detected uniforms in program object, or -1 if not found
1560         int loc_Texture_First;
1561         int loc_Texture_Second;
1562         int loc_Texture_GammaRamps;
1563         int loc_Texture_Normal;
1564         int loc_Texture_Color;
1565         int loc_Texture_Gloss;
1566         int loc_Texture_Glow;
1567         int loc_Texture_SecondaryNormal;
1568         int loc_Texture_SecondaryColor;
1569         int loc_Texture_SecondaryGloss;
1570         int loc_Texture_SecondaryGlow;
1571         int loc_Texture_Pants;
1572         int loc_Texture_Shirt;
1573         int loc_Texture_FogMask;
1574         int loc_Texture_Lightmap;
1575         int loc_Texture_Deluxemap;
1576         int loc_Texture_Attenuation;
1577         int loc_Texture_Cube;
1578         int loc_Texture_Refraction;
1579         int loc_Texture_Reflection;
1580         int loc_Texture_ShadowMapRect;
1581         int loc_Texture_ShadowMapCube;
1582         int loc_Texture_ShadowMap2D;
1583         int loc_Texture_CubeProjection;
1584         int loc_FogColor;
1585         int loc_LightPosition;
1586         int loc_EyePosition;
1587         int loc_Color_Pants;
1588         int loc_Color_Shirt;
1589         int loc_FogRangeRecip;
1590         int loc_AmbientScale;
1591         int loc_DiffuseScale;
1592         int loc_SpecularScale;
1593         int loc_SpecularPower;
1594         int loc_GlowScale;
1595         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1596         int loc_OffsetMapping_Scale;
1597         int loc_TintColor;
1598         int loc_AmbientColor;
1599         int loc_DiffuseColor;
1600         int loc_SpecularColor;
1601         int loc_LightDir;
1602         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1603         int loc_GammaCoeff; ///< 1 / gamma
1604         int loc_DistortScaleRefractReflect;
1605         int loc_ScreenScaleRefractReflect;
1606         int loc_ScreenCenterRefractReflect;
1607         int loc_RefractColor;
1608         int loc_ReflectColor;
1609         int loc_ReflectFactor;
1610         int loc_ReflectOffset;
1611         int loc_UserVec1;
1612         int loc_UserVec2;
1613         int loc_UserVec3;
1614         int loc_UserVec4;
1615         int loc_ClientTime;
1616         int loc_PixelSize;
1617         int loc_Saturation;
1618         int loc_ShadowMap_TextureScale;
1619         int loc_ShadowMap_Parameters;
1620 }
1621 r_glsl_permutation_t;
1622
1623 /// information about each possible shader permutation
1624 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1625 /// currently selected permutation
1626 r_glsl_permutation_t *r_glsl_permutation;
1627
1628 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1629 {
1630         char *shaderstring;
1631         if (!filename || !filename[0])
1632                 return NULL;
1633         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1634         if (shaderstring)
1635         {
1636                 if (printfromdisknotice)
1637                         Con_DPrint("from disk... ");
1638                 return shaderstring;
1639         }
1640         else if (!strcmp(filename, "glsl/default.glsl"))
1641         {
1642                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1643                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1644         }
1645         return shaderstring;
1646 }
1647
1648 static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
1649 {
1650         int i;
1651         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1652         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1653         int vertstrings_count = 0;
1654         int geomstrings_count = 0;
1655         int fragstrings_count = 0;
1656         char *vertexstring, *geometrystring, *fragmentstring;
1657         const char *vertstrings_list[32+3];
1658         const char *geomstrings_list[32+3];
1659         const char *fragstrings_list[32+3];
1660         char permutationname[256];
1661
1662         if (p->compiled)
1663                 return;
1664         p->compiled = true;
1665         p->program = 0;
1666
1667         permutationname[0] = 0;
1668         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1669         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1670         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1671
1672         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1673
1674         // the first pretext is which type of shader to compile as
1675         // (later these will all be bound together as a program object)
1676         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1677         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1678         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1679
1680         // the second pretext is the mode (for example a light source)
1681         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1682         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1683         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1684         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1685
1686         // now add all the permutation pretexts
1687         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1688         {
1689                 if (permutation & (1<<i))
1690                 {
1691                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1692                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1693                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1694                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1695                 }
1696                 else
1697                 {
1698                         // keep line numbers correct
1699                         vertstrings_list[vertstrings_count++] = "\n";
1700                         geomstrings_list[geomstrings_count++] = "\n";
1701                         fragstrings_list[fragstrings_count++] = "\n";
1702                 }
1703         }
1704
1705         // now append the shader text itself
1706         vertstrings_list[vertstrings_count++] = vertexstring;
1707         geomstrings_list[geomstrings_count++] = geometrystring;
1708         fragstrings_list[fragstrings_count++] = fragmentstring;
1709
1710         // if any sources were NULL, clear the respective list
1711         if (!vertexstring)
1712                 vertstrings_count = 0;
1713         if (!geometrystring)
1714                 geomstrings_count = 0;
1715         if (!fragmentstring)
1716                 fragstrings_count = 0;
1717
1718         // compile the shader program
1719         if (vertstrings_count + geomstrings_count + fragstrings_count)
1720                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1721         if (p->program)
1722         {
1723                 CHECKGLERROR
1724                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1725                 // look up all the uniform variable names we care about, so we don't
1726                 // have to look them up every time we set them
1727                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1728                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1729                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1730                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1731                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1732                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1733                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1734                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1735                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1736                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1737                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1738                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1739                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1740                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1741                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1742                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1743                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1744                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1745                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1746                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1747                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1748                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1749                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1750                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
1751                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1752                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1753                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1754                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1755                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1756                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1757                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1758                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1759                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1760                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1761                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1762                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1763                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1764                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1765                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1766                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1767                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1768                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1769                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1770                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1771                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1772                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1773                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1774                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1775                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1776                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1777                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1778                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1779                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1780                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1781                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1782                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1783                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1784                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1785                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1786                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1787                 // initialize the samplers to refer to the texture units we use
1788                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1789                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1790                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1791                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1792                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1793                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1794                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1795                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1796                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1797                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1798                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1799                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1800                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1801                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1802                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1803                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1804                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1805                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1806                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1807                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1808                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1809                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1810                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1811                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1812                 CHECKGLERROR
1813                 if (developer.integer)
1814                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1815         }
1816         else
1817                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1818
1819         // free the strings
1820         if (vertexstring)
1821                 Mem_Free(vertexstring);
1822         if (geometrystring)
1823                 Mem_Free(geometrystring);
1824         if (fragmentstring)
1825                 Mem_Free(fragmentstring);
1826 }
1827
1828 void R_GLSL_Restart_f(void)
1829 {
1830         unsigned int mode;
1831         unsigned int permutation;
1832         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1833                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1834                         if (r_glsl_permutations[mode][permutation].program)
1835                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1836         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1837 }
1838
1839 void R_GLSL_DumpShader_f(void)
1840 {
1841         int i;
1842
1843         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1844         if(!file)
1845         {
1846                 Con_Printf("failed to write to glsl/default.glsl\n");
1847                 return;
1848         }
1849
1850         FS_Print(file, "/* The engine may define the following macros:\n");
1851         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1852         for (i = 0;i < SHADERMODE_COUNT;i++)
1853                 FS_Print(file, shadermodeinfo[i].pretext);
1854         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1855                 FS_Print(file, shaderpermutationinfo[i].pretext);
1856         FS_Print(file, "*/\n");
1857         FS_Print(file, builtinshaderstring);
1858         FS_Close(file);
1859
1860         Con_Printf("glsl/default.glsl written\n");
1861 }
1862
1863 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1864 {
1865         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1866         if (r_glsl_permutation != perm)
1867         {
1868                 r_glsl_permutation = perm;
1869                 if (!r_glsl_permutation->program)
1870                 {
1871                         if (!r_glsl_permutation->compiled)
1872                                 R_GLSL_CompilePermutation(mode, permutation);
1873                         if (!r_glsl_permutation->program)
1874                         {
1875                                 // remove features until we find a valid permutation
1876                                 int i;
1877                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1878                                 {
1879                                         // reduce i more quickly whenever it would not remove any bits
1880                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1881                                         if (!(permutation & j))
1882                                                 continue;
1883                                         permutation -= j;
1884                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1885                                         if (!r_glsl_permutation->compiled)
1886                                                 R_GLSL_CompilePermutation(mode, permutation);
1887                                         if (r_glsl_permutation->program)
1888                                                 break;
1889                                 }
1890                                 if (i >= SHADERPERMUTATION_COUNT)
1891                                 {
1892                                         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");
1893                                         Cvar_SetValueQuick(&r_glsl, 0);
1894                                         R_GLSL_Restart_f(); // unload shaders
1895                                         return; // no bit left to clear
1896                                 }
1897                         }
1898                 }
1899                 CHECKGLERROR
1900                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1901         }
1902 }
1903
1904 void R_SetupGenericShader(qboolean usetexture)
1905 {
1906         if (gl_support_fragment_shader)
1907         {
1908                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1909                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1910                 else if (r_glsl_permutation)
1911                 {
1912                         r_glsl_permutation = NULL;
1913                         qglUseProgramObjectARB(0);CHECKGLERROR
1914                 }
1915         }
1916 }
1917
1918 void R_SetupGenericTwoTextureShader(int texturemode)
1919 {
1920         if (gl_support_fragment_shader)
1921         {
1922                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1923                         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))));
1924                 else if (r_glsl_permutation)
1925                 {
1926                         r_glsl_permutation = NULL;
1927                         qglUseProgramObjectARB(0);CHECKGLERROR
1928                 }
1929         }
1930         if (!r_glsl_permutation)
1931         {
1932                 if (texturemode == GL_DECAL && gl_combine.integer)
1933                         texturemode = GL_INTERPOLATE_ARB;
1934                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1935         }
1936 }
1937
1938 void R_SetupDepthOrShadowShader(void)
1939 {
1940         if (gl_support_fragment_shader)
1941         {
1942                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1943                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1944                 else if (r_glsl_permutation)
1945                 {
1946                         r_glsl_permutation = NULL;
1947                         qglUseProgramObjectARB(0);CHECKGLERROR
1948                 }
1949         }
1950 }
1951
1952 void R_SetupShowDepthShader(void)
1953 {
1954         if (gl_support_fragment_shader)
1955         {
1956                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1957                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1958                 else if (r_glsl_permutation)
1959                 {
1960                         r_glsl_permutation = NULL;
1961                         qglUseProgramObjectARB(0);CHECKGLERROR
1962                 }
1963         }
1964 }
1965
1966 extern rtexture_t *r_shadow_attenuationgradienttexture;
1967 extern rtexture_t *r_shadow_attenuation2dtexture;
1968 extern rtexture_t *r_shadow_attenuation3dtexture;
1969 extern qboolean r_shadow_usingshadowmaprect;
1970 extern qboolean r_shadow_usingshadowmapcube;
1971 extern qboolean r_shadow_usingshadowmap2d;
1972 extern float r_shadow_shadowmap_texturescale[4];
1973 extern float r_shadow_shadowmap_parameters[4];
1974 extern int r_shadow_shadowmode;
1975 extern int r_shadow_shadowmapfilter;
1976 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1977 {
1978         // select a permutation of the lighting shader appropriate to this
1979         // combination of texture, entity, light source, and fogging, only use the
1980         // minimum features necessary to avoid wasting rendering time in the
1981         // fragment shader on features that are not being used
1982         unsigned int permutation = 0;
1983         unsigned int mode = 0;
1984         // TODO: implement geometry-shader based shadow volumes someday
1985         if (r_glsl_offsetmapping.integer)
1986         {
1987                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1988                 if (r_glsl_offsetmapping_reliefmapping.integer)
1989                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1990         }
1991         if (rsurfacepass == RSURFPASS_BACKGROUND)
1992         {
1993                 // distorted background
1994                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1995                         mode = SHADERMODE_WATER;
1996                 else
1997                         mode = SHADERMODE_REFRACTION;
1998         }
1999         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2000         {
2001                 // light source
2002                 mode = SHADERMODE_LIGHTSOURCE;
2003                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2004                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2005                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2006                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2007                 if (diffusescale > 0)
2008                         permutation |= SHADERPERMUTATION_DIFFUSE;
2009                 if (specularscale > 0)
2010                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2011                 if (r_refdef.fogenabled)
2012                         permutation |= SHADERPERMUTATION_FOG;
2013                 if (rsurface.texture->colormapping)
2014                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2015                 if (r_shadow_usingshadowmaprect)
2016                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2017                 if (r_shadow_usingshadowmapcube)
2018                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2019                 if (r_shadow_usingshadowmap2d)
2020                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2021                 if (r_shadow_shadowmapfilter == 3)
2022                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2023                 else if (r_shadow_shadowmapfilter == 2)
2024                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF | SHADERPERMUTATION_SHADOWSAMPLER;
2025                 else if (r_shadow_shadowmapfilter == 1)
2026                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2027         }
2028         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2029         {
2030                 // unshaded geometry (fullbright or ambient model lighting)
2031                 mode = SHADERMODE_FLATCOLOR;
2032                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2033                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2034                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2035                         permutation |= SHADERPERMUTATION_GLOW;
2036                 if (r_refdef.fogenabled)
2037                         permutation |= SHADERPERMUTATION_FOG;
2038                 if (rsurface.texture->colormapping)
2039                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2040                 if (r_glsl_offsetmapping.integer)
2041                 {
2042                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2043                         if (r_glsl_offsetmapping_reliefmapping.integer)
2044                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2045                 }
2046                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2047                         permutation |= SHADERPERMUTATION_REFLECTION;
2048         }
2049         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2050         {
2051                 // directional model lighting
2052                 mode = SHADERMODE_LIGHTDIRECTION;
2053                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2054                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2055                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2056                         permutation |= SHADERPERMUTATION_GLOW;
2057                 permutation |= SHADERPERMUTATION_DIFFUSE;
2058                 if (specularscale > 0)
2059                         permutation |= SHADERPERMUTATION_SPECULAR;
2060                 if (r_refdef.fogenabled)
2061                         permutation |= SHADERPERMUTATION_FOG;
2062                 if (rsurface.texture->colormapping)
2063                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2064                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2065                         permutation |= SHADERPERMUTATION_REFLECTION;
2066         }
2067         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2068         {
2069                 // ambient model lighting
2070                 mode = SHADERMODE_LIGHTDIRECTION;
2071                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2072                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2073                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2074                         permutation |= SHADERPERMUTATION_GLOW;
2075                 if (r_refdef.fogenabled)
2076                         permutation |= SHADERPERMUTATION_FOG;
2077                 if (rsurface.texture->colormapping)
2078                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2079                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2080                         permutation |= SHADERPERMUTATION_REFLECTION;
2081         }
2082         else
2083         {
2084                 // lightmapped wall
2085                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2086                 {
2087                         // deluxemapping (light direction texture)
2088                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2089                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2090                         else
2091                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2092                         permutation |= SHADERPERMUTATION_DIFFUSE;
2093                         if (specularscale > 0)
2094                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2095                 }
2096                 else if (r_glsl_deluxemapping.integer >= 2)
2097                 {
2098                         // fake deluxemapping (uniform light direction in tangentspace)
2099                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2100                         permutation |= SHADERPERMUTATION_DIFFUSE;
2101                         if (specularscale > 0)
2102                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2103                 }
2104                 else if (rsurface.uselightmaptexture)
2105                 {
2106                         // ordinary lightmapping (q1bsp, q3bsp)
2107                         mode = SHADERMODE_LIGHTMAP;
2108                 }
2109                 else
2110                 {
2111                         // ordinary vertex coloring (q3bsp)
2112                         mode = SHADERMODE_VERTEXCOLOR;
2113                 }
2114                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2115                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2116                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2117                         permutation |= SHADERPERMUTATION_GLOW;
2118                 if (r_refdef.fogenabled)
2119                         permutation |= SHADERPERMUTATION_FOG;
2120                 if (rsurface.texture->colormapping)
2121                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2122                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2123                         permutation |= SHADERPERMUTATION_REFLECTION;
2124         }
2125         if(permutation & SHADERPERMUTATION_SPECULAR)
2126                 if(r_shadow_glossexact.integer)
2127                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2128         R_SetupShader_SetPermutation(mode, permutation);
2129         if (mode == SHADERMODE_LIGHTSOURCE)
2130         {
2131                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2132                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2133                 {
2134                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2135                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2136                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2137                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2138                 }
2139                 else
2140                 {
2141                         // ambient only is simpler
2142                         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]);
2143                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2144                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2145                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2146                 }
2147                 // additive passes are only darkened by fog, not tinted
2148                 if (r_glsl_permutation->loc_FogColor >= 0)
2149                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2150                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
2151                 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]);
2152         }
2153         else
2154         {
2155                 if (mode == SHADERMODE_LIGHTDIRECTION)
2156                 {
2157                         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);
2158                         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);
2159                         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);
2160                         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]);
2161                 }
2162                 else
2163                 {
2164                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2165                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2166                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2167                 }
2168                 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]);
2169                 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
2170                 // additive passes are only darkened by fog, not tinted
2171                 if (r_glsl_permutation->loc_FogColor >= 0)
2172                 {
2173                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2174                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2175                         else
2176                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2177                 }
2178                 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);
2179                 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]);
2180                 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]);
2181                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2182                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2183                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2184                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2185         }
2186         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2187         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2188         if (r_glsl_permutation->loc_Color_Pants >= 0)
2189         {
2190                 if (rsurface.texture->currentskinframe->pants)
2191                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2192                 else
2193                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2194         }
2195         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2196         {
2197                 if (rsurface.texture->currentskinframe->shirt)
2198                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2199                 else
2200                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2201         }
2202         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2203         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2204         {
2205                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2206         }
2207         else
2208         {
2209                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2210         }
2211         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2212         CHECKGLERROR
2213 }
2214
2215 #define SKINFRAME_HASH 1024
2216
2217 typedef struct
2218 {
2219         int loadsequence; // incremented each level change
2220         memexpandablearray_t array;
2221         skinframe_t *hash[SKINFRAME_HASH];
2222 }
2223 r_skinframe_t;
2224 r_skinframe_t r_skinframe;
2225
2226 void R_SkinFrame_PrepareForPurge(void)
2227 {
2228         r_skinframe.loadsequence++;
2229         // wrap it without hitting zero
2230         if (r_skinframe.loadsequence >= 200)
2231                 r_skinframe.loadsequence = 1;
2232 }
2233
2234 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2235 {
2236         if (!skinframe)
2237                 return;
2238         // mark the skinframe as used for the purging code
2239         skinframe->loadsequence = r_skinframe.loadsequence;
2240 }
2241
2242 void R_SkinFrame_Purge(void)
2243 {
2244         int i;
2245         skinframe_t *s;
2246         for (i = 0;i < SKINFRAME_HASH;i++)
2247         {
2248                 for (s = r_skinframe.hash[i];s;s = s->next)
2249                 {
2250                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2251                         {
2252                                 if (s->merged == s->base)
2253                                         s->merged = NULL;
2254                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2255                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2256                                 R_PurgeTexture(s->merged);s->merged = NULL;
2257                                 R_PurgeTexture(s->base  );s->base   = NULL;
2258                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2259                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2260                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2261                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2262                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2263                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2264                                 s->loadsequence = 0;
2265                         }
2266                 }
2267         }
2268 }
2269
2270 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2271         skinframe_t *item;
2272         char basename[MAX_QPATH];
2273
2274         Image_StripImageExtension(name, basename, sizeof(basename));
2275
2276         if( last == NULL ) {
2277                 int hashindex;
2278                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2279                 item = r_skinframe.hash[hashindex];
2280         } else {
2281                 item = last->next;
2282         }
2283
2284         // linearly search through the hash bucket
2285         for( ; item ; item = item->next ) {
2286                 if( !strcmp( item->basename, basename ) ) {
2287                         return item;
2288                 }
2289         }
2290         return NULL;
2291 }
2292
2293 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2294 {
2295         skinframe_t *item;
2296         int hashindex;
2297         char basename[MAX_QPATH];
2298
2299         Image_StripImageExtension(name, basename, sizeof(basename));
2300
2301         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2302         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2303                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2304                         break;
2305
2306         if (!item) {
2307                 rtexture_t *dyntexture;
2308                 // check whether its a dynamic texture
2309                 dyntexture = CL_GetDynTexture( basename );
2310                 if (!add && !dyntexture)
2311                         return NULL;
2312                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2313                 memset(item, 0, sizeof(*item));
2314                 strlcpy(item->basename, basename, sizeof(item->basename));
2315                 item->base = dyntexture; // either NULL or dyntexture handle
2316                 item->textureflags = textureflags;
2317                 item->comparewidth = comparewidth;
2318                 item->compareheight = compareheight;
2319                 item->comparecrc = comparecrc;
2320                 item->next = r_skinframe.hash[hashindex];
2321                 r_skinframe.hash[hashindex] = item;
2322         }
2323         else if( item->base == NULL )
2324         {
2325                 rtexture_t *dyntexture;
2326                 // check whether its a dynamic texture
2327                 // 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]
2328                 dyntexture = CL_GetDynTexture( basename );
2329                 item->base = dyntexture; // either NULL or dyntexture handle
2330         }
2331
2332         R_SkinFrame_MarkUsed(item);
2333         return item;
2334 }
2335
2336 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2337         { \
2338                 unsigned long long avgcolor[5], wsum; \
2339                 int pix, comp, w; \
2340                 avgcolor[0] = 0; \
2341                 avgcolor[1] = 0; \
2342                 avgcolor[2] = 0; \
2343                 avgcolor[3] = 0; \
2344                 avgcolor[4] = 0; \
2345                 wsum = 0; \
2346                 for(pix = 0; pix < cnt; ++pix) \
2347                 { \
2348                         w = 0; \
2349                         for(comp = 0; comp < 3; ++comp) \
2350                                 w += getpixel; \
2351                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2352                         { \
2353                                 ++wsum; \
2354                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2355                                 w = getpixel; \
2356                                 for(comp = 0; comp < 3; ++comp) \
2357                                         avgcolor[comp] += getpixel * w; \
2358                                 avgcolor[3] += w; \
2359                         } \
2360                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2361                         avgcolor[4] += getpixel; \
2362                 } \
2363                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2364                         avgcolor[3] = 1; \
2365                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2366                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2367                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2368                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2369         }
2370
2371 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2372 {
2373         // FIXME: it should be possible to disable loading various layers using
2374         // cvars, to prevent wasted loading time and memory usage if the user does
2375         // not want them
2376         qboolean loadnormalmap = true;
2377         qboolean loadgloss = true;
2378         qboolean loadpantsandshirt = true;
2379         qboolean loadglow = true;
2380         int j;
2381         unsigned char *pixels;
2382         unsigned char *bumppixels;
2383         unsigned char *basepixels = NULL;
2384         int basepixels_width;
2385         int basepixels_height;
2386         skinframe_t *skinframe;
2387
2388         *has_alpha = false;
2389
2390         if (cls.state == ca_dedicated)
2391                 return NULL;
2392
2393         // return an existing skinframe if already loaded
2394         // if loading of the first image fails, don't make a new skinframe as it
2395         // would cause all future lookups of this to be missing
2396         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2397         if (skinframe && skinframe->base)
2398                 return skinframe;
2399
2400         basepixels = loadimagepixelsbgra(name, complain, true);
2401         if (basepixels == NULL)
2402                 return NULL;
2403
2404         if (developer_loading.integer)
2405                 Con_Printf("loading skin \"%s\"\n", name);
2406
2407         // we've got some pixels to store, so really allocate this new texture now
2408         if (!skinframe)
2409                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2410         skinframe->stain = NULL;
2411         skinframe->merged = NULL;
2412         skinframe->base = r_texture_notexture;
2413         skinframe->pants = NULL;
2414         skinframe->shirt = NULL;
2415         skinframe->nmap = r_texture_blanknormalmap;
2416         skinframe->gloss = NULL;
2417         skinframe->glow = NULL;
2418         skinframe->fog = NULL;
2419
2420         basepixels_width = image_width;
2421         basepixels_height = image_height;
2422         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);
2423
2424         if (textureflags & TEXF_ALPHA)
2425         {
2426                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2427                         if (basepixels[j] < 255)
2428                                 break;
2429                 if (j < basepixels_width * basepixels_height * 4)
2430                 {
2431                         // has transparent pixels
2432                         *has_alpha = true;
2433                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2434                         for (j = 0;j < image_width * image_height * 4;j += 4)
2435                         {
2436                                 pixels[j+0] = 255;
2437                                 pixels[j+1] = 255;
2438                                 pixels[j+2] = 255;
2439                                 pixels[j+3] = basepixels[j+3];
2440                         }
2441                         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);
2442                         Mem_Free(pixels);
2443                 }
2444         }
2445
2446         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2447         //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]);
2448
2449         // _norm is the name used by tenebrae and has been adopted as standard
2450         if (loadnormalmap)
2451         {
2452                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2453                 {
2454                         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);
2455                         Mem_Free(pixels);
2456                         pixels = NULL;
2457                 }
2458                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2459                 {
2460                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2461                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2462                         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);
2463                         Mem_Free(pixels);
2464                         Mem_Free(bumppixels);
2465                 }
2466                 else if (r_shadow_bumpscale_basetexture.value > 0)
2467                 {
2468                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2469                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2470                         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);
2471                         Mem_Free(pixels);
2472                 }
2473         }
2474         // _luma is supported for tenebrae compatibility
2475         // (I think it's a very stupid name, but oh well)
2476         // _glow is the preferred name
2477         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;}
2478         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;}
2479         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;}
2480         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;}
2481
2482         if (basepixels)
2483                 Mem_Free(basepixels);
2484
2485         return skinframe;
2486 }
2487
2488 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2489 {
2490         qboolean has_alpha;
2491         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2492 }
2493
2494 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)
2495 {
2496         int i;
2497         if (!force)
2498         {
2499                 for (i = 0;i < width*height;i++)
2500                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2501                                 break;
2502                 if (i == width*height)
2503                         return NULL;
2504         }
2505         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2506 }
2507
2508 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2509 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2510 {
2511         int i;
2512         unsigned char *temp1, *temp2;
2513         skinframe_t *skinframe;
2514
2515         if (cls.state == ca_dedicated)
2516                 return NULL;
2517
2518         // if already loaded just return it, otherwise make a new skinframe
2519         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2520         if (skinframe && skinframe->base)
2521                 return skinframe;
2522
2523         skinframe->stain = NULL;
2524         skinframe->merged = NULL;
2525         skinframe->base = r_texture_notexture;
2526         skinframe->pants = NULL;
2527         skinframe->shirt = NULL;
2528         skinframe->nmap = r_texture_blanknormalmap;
2529         skinframe->gloss = NULL;
2530         skinframe->glow = NULL;
2531         skinframe->fog = NULL;
2532
2533         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2534         if (!skindata)
2535                 return NULL;
2536
2537         if (developer_loading.integer)
2538                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2539
2540         if (r_shadow_bumpscale_basetexture.value > 0)
2541         {
2542                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2543                 temp2 = temp1 + width * height * 4;
2544                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2545                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2546                 Mem_Free(temp1);
2547         }
2548         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2549         if (textureflags & TEXF_ALPHA)
2550         {
2551                 for (i = 3;i < width * height * 4;i += 4)
2552                         if (skindata[i] < 255)
2553                                 break;
2554                 if (i < width * height * 4)
2555                 {
2556                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2557                         memcpy(fogpixels, skindata, width * height * 4);
2558                         for (i = 0;i < width * height * 4;i += 4)
2559                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2560                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2561                         Mem_Free(fogpixels);
2562                 }
2563         }
2564
2565         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2566         //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]);
2567
2568         return skinframe;
2569 }
2570
2571 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2572 {
2573         int i;
2574         unsigned char *temp1, *temp2;
2575         unsigned int *palette;
2576         skinframe_t *skinframe;
2577
2578         if (cls.state == ca_dedicated)
2579                 return NULL;
2580
2581         // if already loaded just return it, otherwise make a new skinframe
2582         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2583         if (skinframe && skinframe->base)
2584                 return skinframe;
2585
2586         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2587
2588         skinframe->stain = NULL;
2589         skinframe->merged = NULL;
2590         skinframe->base = r_texture_notexture;
2591         skinframe->pants = NULL;
2592         skinframe->shirt = NULL;
2593         skinframe->nmap = r_texture_blanknormalmap;
2594         skinframe->gloss = NULL;
2595         skinframe->glow = NULL;
2596         skinframe->fog = NULL;
2597
2598         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2599         if (!skindata)
2600                 return NULL;
2601
2602         if (developer_loading.integer)
2603                 Con_Printf("loading quake skin \"%s\"\n", name);
2604
2605         if (r_shadow_bumpscale_basetexture.value > 0)
2606         {
2607                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2608                 temp2 = temp1 + width * height * 4;
2609                 // use either a custom palette or the quake palette
2610                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2611                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2612                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2613                 Mem_Free(temp1);
2614         }
2615         // use either a custom palette, or the quake palette
2616         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2617         if (loadglowtexture)
2618                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2619         if (loadpantsandshirt)
2620         {
2621                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2622                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2623         }
2624         if (skinframe->pants || skinframe->shirt)
2625                 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
2626         if (textureflags & TEXF_ALPHA)
2627         {
2628                 for (i = 0;i < width * height;i++)
2629                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2630                                 break;
2631                 if (i < width * height)
2632                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2633         }
2634
2635         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2636         //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]);
2637
2638         return skinframe;
2639 }
2640
2641 skinframe_t *R_SkinFrame_LoadMissing(void)
2642 {
2643         skinframe_t *skinframe;
2644
2645         if (cls.state == ca_dedicated)
2646                 return NULL;
2647
2648         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2649         skinframe->stain = NULL;
2650         skinframe->merged = NULL;
2651         skinframe->base = r_texture_notexture;
2652         skinframe->pants = NULL;
2653         skinframe->shirt = NULL;
2654         skinframe->nmap = r_texture_blanknormalmap;
2655         skinframe->gloss = NULL;
2656         skinframe->glow = NULL;
2657         skinframe->fog = NULL;
2658
2659         skinframe->avgcolor[0] = rand() / RAND_MAX;
2660         skinframe->avgcolor[1] = rand() / RAND_MAX;
2661         skinframe->avgcolor[2] = rand() / RAND_MAX;
2662         skinframe->avgcolor[3] = 1;
2663
2664         return skinframe;
2665 }
2666
2667 void gl_main_start(void)
2668 {
2669         r_numqueries = 0;
2670         r_maxqueries = 0;
2671         memset(r_queries, 0, sizeof(r_queries));
2672
2673         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2674         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2675
2676         // set up r_skinframe loading system for textures
2677         memset(&r_skinframe, 0, sizeof(r_skinframe));
2678         r_skinframe.loadsequence = 1;
2679         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2680
2681         r_main_texturepool = R_AllocTexturePool();
2682         R_BuildBlankTextures();
2683         R_BuildNoTexture();
2684         if (gl_texturecubemap)
2685         {
2686                 R_BuildWhiteCube();
2687                 R_BuildNormalizationCube();
2688         }
2689         r_texture_fogattenuation = NULL;
2690         r_texture_gammaramps = NULL;
2691         //r_texture_fogintensity = NULL;
2692         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2693         memset(&r_waterstate, 0, sizeof(r_waterstate));
2694         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2695         memset(&r_svbsp, 0, sizeof (r_svbsp));
2696
2697         r_refdef.fogmasktable_density = 0;
2698 }
2699
2700 extern rtexture_t *loadingscreentexture;
2701 void gl_main_shutdown(void)
2702 {
2703         if (r_maxqueries)
2704                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2705
2706         r_numqueries = 0;
2707         r_maxqueries = 0;
2708         memset(r_queries, 0, sizeof(r_queries));
2709
2710         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2711         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2712
2713         // clear out the r_skinframe state
2714         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2715         memset(&r_skinframe, 0, sizeof(r_skinframe));
2716
2717         if (r_svbsp.nodes)
2718                 Mem_Free(r_svbsp.nodes);
2719         memset(&r_svbsp, 0, sizeof (r_svbsp));
2720         R_FreeTexturePool(&r_main_texturepool);
2721         loadingscreentexture = NULL;
2722         r_texture_blanknormalmap = NULL;
2723         r_texture_white = NULL;
2724         r_texture_grey128 = NULL;
2725         r_texture_black = NULL;
2726         r_texture_whitecube = NULL;
2727         r_texture_normalizationcube = NULL;
2728         r_texture_fogattenuation = NULL;
2729         r_texture_gammaramps = NULL;
2730         //r_texture_fogintensity = NULL;
2731         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2732         memset(&r_waterstate, 0, sizeof(r_waterstate));
2733         R_GLSL_Restart_f();
2734 }
2735
2736 extern void CL_ParseEntityLump(char *entitystring);
2737 void gl_main_newmap(void)
2738 {
2739         // FIXME: move this code to client
2740         int l;
2741         char *entities, entname[MAX_QPATH];
2742         if (cl.worldmodel)
2743         {
2744                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2745                 l = (int)strlen(entname) - 4;
2746                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2747                 {
2748                         memcpy(entname + l, ".ent", 5);
2749                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2750                         {
2751                                 CL_ParseEntityLump(entities);
2752                                 Mem_Free(entities);
2753                                 return;
2754                         }
2755                 }
2756                 if (cl.worldmodel->brush.entities)
2757                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2758         }
2759 }
2760
2761 void GL_Main_Init(void)
2762 {
2763         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2764
2765         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2766         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2767         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2768         if (gamemode == GAME_NEHAHRA)
2769         {
2770                 Cvar_RegisterVariable (&gl_fogenable);
2771                 Cvar_RegisterVariable (&gl_fogdensity);
2772                 Cvar_RegisterVariable (&gl_fogred);
2773                 Cvar_RegisterVariable (&gl_foggreen);
2774                 Cvar_RegisterVariable (&gl_fogblue);
2775                 Cvar_RegisterVariable (&gl_fogstart);
2776                 Cvar_RegisterVariable (&gl_fogend);
2777                 Cvar_RegisterVariable (&gl_skyclip);
2778         }
2779         Cvar_RegisterVariable(&r_motionblur);
2780         Cvar_RegisterVariable(&r_motionblur_maxblur);
2781         Cvar_RegisterVariable(&r_motionblur_bmin);
2782         Cvar_RegisterVariable(&r_motionblur_vmin);
2783         Cvar_RegisterVariable(&r_motionblur_vmax);
2784         Cvar_RegisterVariable(&r_motionblur_vcoeff);
2785         Cvar_RegisterVariable(&r_motionblur_randomize);
2786         Cvar_RegisterVariable(&r_damageblur);
2787         Cvar_RegisterVariable(&r_animcache);
2788         Cvar_RegisterVariable(&r_depthfirst);
2789         Cvar_RegisterVariable(&r_useinfinitefarclip);
2790         Cvar_RegisterVariable(&r_nearclip);
2791         Cvar_RegisterVariable(&r_showbboxes);
2792         Cvar_RegisterVariable(&r_showsurfaces);
2793         Cvar_RegisterVariable(&r_showtris);
2794         Cvar_RegisterVariable(&r_shownormals);
2795         Cvar_RegisterVariable(&r_showlighting);
2796         Cvar_RegisterVariable(&r_showshadowvolumes);
2797         Cvar_RegisterVariable(&r_showcollisionbrushes);
2798         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2799         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2800         Cvar_RegisterVariable(&r_showdisabledepthtest);
2801         Cvar_RegisterVariable(&r_drawportals);
2802         Cvar_RegisterVariable(&r_drawentities);
2803         Cvar_RegisterVariable(&r_cullentities_trace);
2804         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2805         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2806         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2807         Cvar_RegisterVariable(&r_drawviewmodel);
2808         Cvar_RegisterVariable(&r_speeds);
2809         Cvar_RegisterVariable(&r_fullbrights);
2810         Cvar_RegisterVariable(&r_wateralpha);
2811         Cvar_RegisterVariable(&r_dynamic);
2812         Cvar_RegisterVariable(&r_fullbright);
2813         Cvar_RegisterVariable(&r_shadows);
2814         Cvar_RegisterVariable(&r_shadows_darken);
2815         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2816         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2817         Cvar_RegisterVariable(&r_shadows_throwdistance);
2818         Cvar_RegisterVariable(&r_shadows_throwdirection);
2819         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2820         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2821         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2822         Cvar_RegisterVariable(&r_fog_exp2);
2823         Cvar_RegisterVariable(&r_drawfog);
2824         Cvar_RegisterVariable(&r_textureunits);
2825         Cvar_RegisterVariable(&r_glsl);
2826         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2827         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2828         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2829         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2830         Cvar_RegisterVariable(&r_glsl_postprocess);
2831         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2832         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2833         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2834         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2835         Cvar_RegisterVariable(&r_glsl_usegeneric);
2836         Cvar_RegisterVariable(&r_water);
2837         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2838         Cvar_RegisterVariable(&r_water_clippingplanebias);
2839         Cvar_RegisterVariable(&r_water_refractdistort);
2840         Cvar_RegisterVariable(&r_water_reflectdistort);
2841         Cvar_RegisterVariable(&r_lerpsprites);
2842         Cvar_RegisterVariable(&r_lerpmodels);
2843         Cvar_RegisterVariable(&r_lerplightstyles);
2844         Cvar_RegisterVariable(&r_waterscroll);
2845         Cvar_RegisterVariable(&r_bloom);
2846         Cvar_RegisterVariable(&r_bloom_colorscale);
2847         Cvar_RegisterVariable(&r_bloom_brighten);
2848         Cvar_RegisterVariable(&r_bloom_blur);
2849         Cvar_RegisterVariable(&r_bloom_resolution);
2850         Cvar_RegisterVariable(&r_bloom_colorexponent);
2851         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2852         Cvar_RegisterVariable(&r_hdr);
2853         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2854         Cvar_RegisterVariable(&r_hdr_glowintensity);
2855         Cvar_RegisterVariable(&r_hdr_range);
2856         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2857         Cvar_RegisterVariable(&developer_texturelogging);
2858         Cvar_RegisterVariable(&gl_lightmaps);
2859         Cvar_RegisterVariable(&r_test);
2860         Cvar_RegisterVariable(&r_batchmode);
2861         Cvar_RegisterVariable(&r_glsl_saturation);
2862         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2863                 Cvar_SetValue("r_fullbrights", 0);
2864         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2865
2866         Cvar_RegisterVariable(&r_track_sprites);
2867         Cvar_RegisterVariable(&r_track_sprites_flags);
2868         Cvar_RegisterVariable(&r_track_sprites_scalew);
2869         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2870 }
2871
2872 extern void R_Textures_Init(void);
2873 extern void GL_Draw_Init(void);
2874 extern void GL_Main_Init(void);
2875 extern void R_Shadow_Init(void);
2876 extern void R_Sky_Init(void);
2877 extern void GL_Surf_Init(void);
2878 extern void R_Particles_Init(void);
2879 extern void R_Explosion_Init(void);
2880 extern void gl_backend_init(void);
2881 extern void Sbar_Init(void);
2882 extern void R_LightningBeams_Init(void);
2883 extern void Mod_RenderInit(void);
2884
2885 void Render_Init(void)
2886 {
2887         gl_backend_init();
2888         R_Textures_Init();
2889         GL_Main_Init();
2890         GL_Draw_Init();
2891         R_Shadow_Init();
2892         R_Sky_Init();
2893         GL_Surf_Init();
2894         Sbar_Init();
2895         R_Particles_Init();
2896         R_Explosion_Init();
2897         R_LightningBeams_Init();
2898         Mod_RenderInit();
2899 }
2900
2901 /*
2902 ===============
2903 GL_Init
2904 ===============
2905 */
2906 extern char *ENGINE_EXTENSIONS;
2907 void GL_Init (void)
2908 {
2909         gl_renderer = (const char *)qglGetString(GL_RENDERER);
2910         gl_vendor = (const char *)qglGetString(GL_VENDOR);
2911         gl_version = (const char *)qglGetString(GL_VERSION);
2912         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2913
2914         if (!gl_extensions)
2915                 gl_extensions = "";
2916         if (!gl_platformextensions)
2917                 gl_platformextensions = "";
2918
2919         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2920         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2921         Con_Printf("GL_VERSION: %s\n", gl_version);
2922         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2923         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2924
2925         VID_CheckExtensions();
2926
2927         // LordHavoc: report supported extensions
2928         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2929
2930         // clear to black (loading plaque will be seen over this)
2931         CHECKGLERROR
2932         qglClearColor(0,0,0,1);CHECKGLERROR
2933         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2934 }
2935
2936 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2937 {
2938         int i;
2939         mplane_t *p;
2940         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2941         {
2942                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2943                 if (i == 4)
2944                         continue;
2945                 p = r_refdef.view.frustum + i;
2946                 switch(p->signbits)
2947                 {
2948                 default:
2949                 case 0:
2950                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2951                                 return true;
2952                         break;
2953                 case 1:
2954                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2955                                 return true;
2956                         break;
2957                 case 2:
2958                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2959                                 return true;
2960                         break;
2961                 case 3:
2962                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2963                                 return true;
2964                         break;
2965                 case 4:
2966                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2967                                 return true;
2968                         break;
2969                 case 5:
2970                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2971                                 return true;
2972                         break;
2973                 case 6:
2974                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2975                                 return true;
2976                         break;
2977                 case 7:
2978                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2979                                 return true;
2980                         break;
2981                 }
2982         }
2983         return false;
2984 }
2985
2986 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2987 {
2988         int i;
2989         const mplane_t *p;
2990         for (i = 0;i < numplanes;i++)
2991         {
2992                 p = planes + i;
2993                 switch(p->signbits)
2994                 {
2995                 default:
2996                 case 0:
2997                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2998                                 return true;
2999                         break;
3000                 case 1:
3001                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3002                                 return true;
3003                         break;
3004                 case 2:
3005                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3006                                 return true;
3007                         break;
3008                 case 3:
3009                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3010                                 return true;
3011                         break;
3012                 case 4:
3013                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3014                                 return true;
3015                         break;
3016                 case 5:
3017                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3018                                 return true;
3019                         break;
3020                 case 6:
3021                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3022                                 return true;
3023                         break;
3024                 case 7:
3025                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3026                                 return true;
3027                         break;
3028                 }
3029         }
3030         return false;
3031 }
3032
3033 //==================================================================================
3034
3035 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3036
3037 /**
3038  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3039  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3040  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3041  */
3042
3043 typedef struct r_animcache_entity_s
3044 {
3045         float *vertex3f;
3046         float *normal3f;
3047         float *svector3f;
3048         float *tvector3f;
3049         int maxvertices;
3050         qboolean wantnormals;
3051         qboolean wanttangents;
3052 }
3053 r_animcache_entity_t;
3054
3055 typedef struct r_animcache_s
3056 {
3057         r_animcache_entity_t entity[MAX_EDICTS*2];
3058         int maxindex;
3059         int currentindex;
3060 }
3061 r_animcache_t;
3062
3063 static r_animcache_t r_animcachestate;
3064
3065 void R_AnimCache_Free(void)
3066 {
3067         int idx;
3068         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3069         {
3070                 r_animcachestate.entity[idx].maxvertices = 0;
3071                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3072                 r_animcachestate.entity[idx].vertex3f = NULL;
3073                 r_animcachestate.entity[idx].normal3f = NULL;
3074                 r_animcachestate.entity[idx].svector3f = NULL;
3075                 r_animcachestate.entity[idx].tvector3f = NULL;
3076         }
3077         r_animcachestate.currentindex = 0;
3078         r_animcachestate.maxindex = 0;
3079 }
3080
3081 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3082 {
3083         int arraySize;
3084         float *base;
3085         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3086
3087         if (cache->maxvertices >= numvertices)
3088                 return;
3089
3090         // Release existing memory
3091         if (cache->vertex3f)
3092                 Mem_Free(cache->vertex3f);
3093
3094         // Pad by 1024 verts
3095         cache->maxvertices = (numvertices + 1023) & ~1023;
3096         arraySize = cache->maxvertices * 3;
3097
3098         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3099         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3100         r_animcachestate.entity[cacheIdx].vertex3f = base;
3101         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3102         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3103         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3104
3105 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3106 }
3107
3108 void R_AnimCache_NewFrame(void)
3109 {
3110         int i;
3111
3112         if (r_animcache.integer && r_drawentities.integer)
3113                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3114         else if (r_animcachestate.maxindex)
3115                 R_AnimCache_Free();
3116
3117         r_animcachestate.currentindex = 0;
3118
3119         for (i = 0;i < r_refdef.scene.numentities;i++)
3120                 r_refdef.scene.entities[i]->animcacheindex = -1;
3121 }
3122
3123 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3124 {
3125         dp_model_t *model = ent->model;
3126         r_animcache_entity_t *c;
3127         // see if it's already cached this frame
3128         if (ent->animcacheindex >= 0)
3129         {
3130                 // add normals/tangents if needed
3131                 c = r_animcachestate.entity + ent->animcacheindex;
3132                 if (c->wantnormals)
3133                         wantnormals = false;
3134                 if (c->wanttangents)
3135                         wanttangents = false;
3136                 if (wantnormals || wanttangents)
3137                         model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3138         }
3139         else
3140         {
3141                 // see if this ent is worth caching
3142                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3143                         return false;
3144                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3145                         return false;
3146                 // assign it a cache entry and make sure the arrays are big enough
3147                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3148                 ent->animcacheindex = r_animcachestate.currentindex++;
3149                 c = r_animcachestate.entity + ent->animcacheindex;
3150                 c->wantnormals = wantnormals;
3151                 c->wanttangents = wanttangents;
3152                 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3153         }
3154         return true;
3155 }
3156
3157 void R_AnimCache_CacheVisibleEntities(void)
3158 {
3159         int i;
3160         qboolean wantnormals;
3161         qboolean wanttangents;
3162
3163         if (!r_animcachestate.maxindex)
3164                 return;
3165
3166         wantnormals = !r_showsurfaces.integer;
3167         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3168
3169         // TODO: thread this?
3170
3171         for (i = 0;i < r_refdef.scene.numentities;i++)
3172         {
3173                 if (!r_refdef.viewcache.entityvisible[i])
3174                         continue;
3175                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3176         }
3177 }
3178
3179 //==================================================================================
3180
3181 static void R_View_UpdateEntityLighting (void)
3182 {
3183         int i;
3184         entity_render_t *ent;
3185         vec3_t tempdiffusenormal;
3186
3187         for (i = 0;i < r_refdef.scene.numentities;i++)
3188         {
3189                 ent = r_refdef.scene.entities[i];
3190
3191                 // skip unseen models
3192                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3193                         continue;
3194
3195                 // skip bsp models
3196                 if (ent->model && ent->model->brush.num_leafs)
3197                 {
3198                         // TODO: use modellight for r_ambient settings on world?
3199                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3200                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3201                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3202                         continue;
3203                 }
3204
3205                 // fetch the lighting from the worldmodel data
3206                 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));
3207                 VectorClear(ent->modellight_diffuse);
3208                 VectorClear(tempdiffusenormal);
3209                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3210                 {
3211                         vec3_t org;
3212                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3213                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3214                 }
3215                 else // highly rare
3216                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3217
3218                 // move the light direction into modelspace coordinates for lighting code
3219                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3220                 if(VectorLength2(ent->modellight_lightdir) == 0)
3221                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3222                 VectorNormalize(ent->modellight_lightdir);
3223         }
3224 }
3225
3226 static void R_View_UpdateEntityVisible (void)
3227 {
3228         int i, renderimask;
3229         entity_render_t *ent;
3230
3231         if (!r_drawentities.integer)
3232                 return;
3233
3234         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3235         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3236         {
3237                 // worldmodel can check visibility
3238                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3239                 for (i = 0;i < r_refdef.scene.numentities;i++)
3240                 {
3241                         ent = r_refdef.scene.entities[i];
3242                         if (!(ent->flags & renderimask))
3243                         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)))
3244                         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))
3245                                 r_refdef.viewcache.entityvisible[i] = true;
3246                 }
3247                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3248                 {
3249                         for (i = 0;i < r_refdef.scene.numentities;i++)
3250                         {
3251                                 ent = r_refdef.scene.entities[i];
3252                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
3253                                 {
3254                                         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))
3255                                                 ent->last_trace_visibility = realtime;
3256                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3257                                                 r_refdef.viewcache.entityvisible[i] = 0;
3258                                 }
3259                         }
3260                 }
3261         }
3262         else
3263         {
3264                 // no worldmodel or it can't check visibility
3265                 for (i = 0;i < r_refdef.scene.numentities;i++)
3266                 {
3267                         ent = r_refdef.scene.entities[i];
3268                         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));
3269                 }
3270         }
3271 }
3272
3273 /// only used if skyrendermasked, and normally returns false
3274 int R_DrawBrushModelsSky (void)
3275 {
3276         int i, sky;
3277         entity_render_t *ent;
3278
3279         if (!r_drawentities.integer)
3280                 return false;
3281
3282         sky = false;
3283         for (i = 0;i < r_refdef.scene.numentities;i++)
3284         {
3285                 if (!r_refdef.viewcache.entityvisible[i])
3286                         continue;
3287                 ent = r_refdef.scene.entities[i];
3288                 if (!ent->model || !ent->model->DrawSky)
3289                         continue;
3290                 ent->model->DrawSky(ent);
3291                 sky = true;
3292         }
3293         return sky;
3294 }
3295
3296 static void R_DrawNoModel(entity_render_t *ent);
3297 static void R_DrawModels(void)
3298 {
3299         int i;
3300         entity_render_t *ent;
3301
3302         if (!r_drawentities.integer)
3303                 return;
3304
3305         for (i = 0;i < r_refdef.scene.numentities;i++)
3306         {
3307                 if (!r_refdef.viewcache.entityvisible[i])
3308                         continue;
3309                 ent = r_refdef.scene.entities[i];
3310                 r_refdef.stats.entities++;
3311                 if (ent->model && ent->model->Draw != NULL)
3312                         ent->model->Draw(ent);
3313                 else
3314                         R_DrawNoModel(ent);
3315         }
3316 }
3317
3318 static void R_DrawModelsDepth(void)
3319 {
3320         int i;
3321         entity_render_t *ent;
3322
3323         if (!r_drawentities.integer)
3324                 return;
3325
3326         for (i = 0;i < r_refdef.scene.numentities;i++)
3327         {
3328                 if (!r_refdef.viewcache.entityvisible[i])
3329                         continue;
3330                 ent = r_refdef.scene.entities[i];
3331                 if (ent->model && ent->model->DrawDepth != NULL)
3332                         ent->model->DrawDepth(ent);
3333         }
3334 }
3335
3336 static void R_DrawModelsDebug(void)
3337 {
3338         int i;
3339         entity_render_t *ent;
3340
3341         if (!r_drawentities.integer)
3342                 return;
3343
3344         for (i = 0;i < r_refdef.scene.numentities;i++)
3345         {
3346                 if (!r_refdef.viewcache.entityvisible[i])
3347                         continue;
3348                 ent = r_refdef.scene.entities[i];
3349                 if (ent->model && ent->model->DrawDebug != NULL)
3350                         ent->model->DrawDebug(ent);
3351         }
3352 }
3353
3354 static void R_DrawModelsAddWaterPlanes(void)
3355 {
3356         int i;
3357         entity_render_t *ent;
3358
3359         if (!r_drawentities.integer)
3360                 return;
3361
3362         for (i = 0;i < r_refdef.scene.numentities;i++)
3363         {
3364                 if (!r_refdef.viewcache.entityvisible[i])
3365                         continue;
3366                 ent = r_refdef.scene.entities[i];
3367                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3368                         ent->model->DrawAddWaterPlanes(ent);
3369         }
3370 }
3371
3372 static void R_View_SetFrustum(void)
3373 {
3374         int i;
3375         double slopex, slopey;
3376         vec3_t forward, left, up, origin;
3377
3378         // we can't trust r_refdef.view.forward and friends in reflected scenes
3379         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3380
3381 #if 0
3382         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3383         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3384         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3385         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3386         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3387         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3388         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3389         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3390         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3391         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3392         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3393         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3394 #endif
3395
3396 #if 0
3397         zNear = r_refdef.nearclip;
3398         nudge = 1.0 - 1.0 / (1<<23);
3399         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3400         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3401         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3402         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3403         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3404         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3405         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3406         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3407 #endif
3408
3409
3410
3411 #if 0
3412         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3413         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3414         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3415         r_refdef.view.frustum[0].dist = m[15] - m[12];
3416
3417         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3418         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3419         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3420         r_refdef.view.frustum[1].dist = m[15] + m[12];
3421
3422         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3423         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3424         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3425         r_refdef.view.frustum[2].dist = m[15] - m[13];
3426
3427         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3428         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3429         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3430         r_refdef.view.frustum[3].dist = m[15] + m[13];
3431
3432         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3433         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3434         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3435         r_refdef.view.frustum[4].dist = m[15] - m[14];
3436
3437         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3438         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3439         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3440         r_refdef.view.frustum[5].dist = m[15] + m[14];
3441 #endif
3442
3443         if (r_refdef.view.useperspective)
3444         {
3445                 slopex = 1.0 / r_refdef.view.frustum_x;
3446                 slopey = 1.0 / r_refdef.view.frustum_y;
3447                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3448                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3449                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3450                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3451                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3452
3453                 // Leaving those out was a mistake, those were in the old code, and they
3454                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3455                 // I couldn't reproduce it after adding those normalizations. --blub
3456                 VectorNormalize(r_refdef.view.frustum[0].normal);
3457                 VectorNormalize(r_refdef.view.frustum[1].normal);
3458                 VectorNormalize(r_refdef.view.frustum[2].normal);
3459                 VectorNormalize(r_refdef.view.frustum[3].normal);
3460
3461                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3462                 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]);
3463                 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]);
3464                 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]);
3465                 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]);
3466
3467                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3468                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3469                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3470                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3471                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3472         }
3473         else
3474         {
3475                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3476                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3477                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3478                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3479                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3480                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3481                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3482                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3483                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3484                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3485         }
3486         r_refdef.view.numfrustumplanes = 5;
3487
3488         if (r_refdef.view.useclipplane)
3489         {
3490                 r_refdef.view.numfrustumplanes = 6;
3491                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3492         }
3493
3494         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3495                 PlaneClassify(r_refdef.view.frustum + i);
3496
3497         // LordHavoc: note to all quake engine coders, Quake had a special case
3498         // for 90 degrees which assumed a square view (wrong), so I removed it,
3499         // Quake2 has it disabled as well.
3500
3501         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3502         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3503         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3504         //PlaneClassify(&frustum[0]);
3505
3506         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3507         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3508         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3509         //PlaneClassify(&frustum[1]);
3510
3511         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3512         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3513         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3514         //PlaneClassify(&frustum[2]);
3515
3516         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3517         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3518         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3519         //PlaneClassify(&frustum[3]);
3520
3521         // nearclip plane
3522         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3523         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3524         //PlaneClassify(&frustum[4]);
3525 }
3526
3527 void R_View_Update(void)
3528 {
3529         R_View_SetFrustum();
3530         R_View_WorldVisibility(r_refdef.view.useclipplane);
3531         R_View_UpdateEntityVisible();
3532         R_View_UpdateEntityLighting();
3533 }
3534
3535 void R_SetupView(qboolean allowwaterclippingplane)
3536 {
3537         const double *customclipplane = NULL;
3538         double plane[4];
3539         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3540         {
3541                 // LordHavoc: couldn't figure out how to make this approach the
3542                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3543                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3544                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3545                         dist = r_refdef.view.clipplane.dist;
3546                 plane[0] = r_refdef.view.clipplane.normal[0];
3547                 plane[1] = r_refdef.view.clipplane.normal[1];
3548                 plane[2] = r_refdef.view.clipplane.normal[2];
3549                 plane[3] = dist;
3550                 customclipplane = plane;
3551         }
3552
3553         if (!r_refdef.view.useperspective)
3554                 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);
3555         else if (gl_stencil && r_useinfinitefarclip.integer)
3556                 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);
3557         else
3558                 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);
3559         R_SetViewport(&r_refdef.view.viewport);
3560 }
3561
3562 void R_ResetViewRendering2D(void)
3563 {
3564         r_viewport_t viewport;
3565         DrawQ_Finish();
3566
3567         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3568         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);
3569         R_SetViewport(&viewport);
3570         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3571         GL_Color(1, 1, 1, 1);
3572         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3573         GL_BlendFunc(GL_ONE, GL_ZERO);
3574         GL_AlphaTest(false);
3575         GL_ScissorTest(false);
3576         GL_DepthMask(false);
3577         GL_DepthRange(0, 1);
3578         GL_DepthTest(false);
3579         R_Mesh_Matrix(&identitymatrix);
3580         R_Mesh_ResetTextureState();
3581         GL_PolygonOffset(0, 0);
3582         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3583         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3584         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3585         qglStencilMask(~0);CHECKGLERROR
3586         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3587         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3588         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3589         R_SetupGenericShader(true);
3590 }
3591
3592 void R_ResetViewRendering3D(void)
3593 {
3594         DrawQ_Finish();
3595
3596         R_SetupView(true);
3597         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3598         GL_Color(1, 1, 1, 1);
3599         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3600         GL_BlendFunc(GL_ONE, GL_ZERO);
3601         GL_AlphaTest(false);
3602         GL_ScissorTest(true);
3603         GL_DepthMask(true);
3604         GL_DepthRange(0, 1);
3605         GL_DepthTest(true);
3606         R_Mesh_Matrix(&identitymatrix);
3607         R_Mesh_ResetTextureState();
3608         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3609         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3610         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3611         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3612         qglStencilMask(~0);CHECKGLERROR
3613         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3614         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3615         GL_CullFace(r_refdef.view.cullface_back);
3616         R_SetupGenericShader(true);
3617 }
3618
3619 void R_RenderScene(void);
3620 void R_RenderWaterPlanes(void);
3621
3622 static void R_Water_StartFrame(void)
3623 {
3624         int i;
3625         int waterwidth, waterheight, texturewidth, textureheight;
3626         r_waterstate_waterplane_t *p;
3627
3628         // set waterwidth and waterheight to the water resolution that will be
3629         // used (often less than the screen resolution for faster rendering)
3630         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3631         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3632
3633         // calculate desired texture sizes
3634         // can't use water if the card does not support the texture size
3635         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3636                 texturewidth = textureheight = waterwidth = waterheight = 0;
3637         else if (gl_support_arb_texture_non_power_of_two)
3638         {
3639                 texturewidth = waterwidth;
3640                 textureheight = waterheight;
3641         }
3642         else
3643         {
3644                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3645                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3646         }
3647
3648         // allocate textures as needed
3649         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3650         {
3651                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3652                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3653                 {
3654                         if (p->texture_refraction)
3655                                 R_FreeTexture(p->texture_refraction);
3656                         p->texture_refraction = NULL;
3657                         if (p->texture_reflection)
3658                                 R_FreeTexture(p->texture_reflection);
3659                         p->texture_reflection = NULL;
3660                 }
3661                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3662                 r_waterstate.waterwidth = waterwidth;
3663                 r_waterstate.waterheight = waterheight;
3664                 r_waterstate.texturewidth = texturewidth;
3665                 r_waterstate.textureheight = textureheight;
3666         }
3667
3668         // when doing a reduced render (HDR) we want to use a smaller area
3669         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3670         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3671
3672         if (r_waterstate.waterwidth)
3673         {
3674                 r_waterstate.enabled = true;
3675
3676                 // set up variables that will be used in shader setup
3677                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3678                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3679                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3680                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3681         }
3682
3683         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3684         r_waterstate.numwaterplanes = 0;
3685 }
3686
3687 void R_Water_AddWaterPlane(msurface_t *surface)
3688 {
3689         int triangleindex, planeindex;
3690         const int *e;
3691         vec3_t vert[3];
3692         vec3_t normal;
3693         vec3_t center;
3694         mplane_t plane;
3695         r_waterstate_waterplane_t *p;
3696         texture_t *t = R_GetCurrentTexture(surface->texture);
3697         // just use the first triangle with a valid normal for any decisions
3698         VectorClear(normal);
3699         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3700         {
3701                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3702                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3703                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3704                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3705                 if (VectorLength2(normal) >= 0.001)
3706                         break;
3707         }
3708
3709         VectorCopy(normal, plane.normal);
3710         VectorNormalize(plane.normal);
3711         plane.dist = DotProduct(vert[0], plane.normal);
3712         PlaneClassify(&plane);
3713         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3714         {
3715                 // skip backfaces (except if nocullface is set)
3716                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3717                         return;
3718                 VectorNegate(plane.normal, plane.normal);
3719                 plane.dist *= -1;
3720                 PlaneClassify(&plane);
3721         }
3722
3723
3724         // find a matching plane if there is one
3725         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3726                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3727                         break;
3728         if (planeindex >= r_waterstate.maxwaterplanes)
3729                 return; // nothing we can do, out of planes
3730
3731         // if this triangle does not fit any known plane rendered this frame, add one
3732         if (planeindex >= r_waterstate.numwaterplanes)
3733         {
3734                 // store the new plane
3735                 r_waterstate.numwaterplanes++;
3736                 p->plane = plane;
3737                 // clear materialflags and pvs
3738                 p->materialflags = 0;
3739                 p->pvsvalid = false;
3740         }
3741         // merge this surface's materialflags into the waterplane
3742         p->materialflags |= t->currentmaterialflags;
3743         // merge this surface's PVS into the waterplane
3744         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3745         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3746          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3747         {
3748                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3749                 p->pvsvalid = true;
3750         }
3751 }
3752
3753 static void R_Water_ProcessPlanes(void)
3754 {
3755         r_refdef_view_t originalview;
3756         r_refdef_view_t myview;
3757         int planeindex;
3758         r_waterstate_waterplane_t *p;
3759
3760         originalview = r_refdef.view;
3761
3762         // make sure enough textures are allocated
3763         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3764         {
3765                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3766                 {
3767                         if (!p->texture_refraction)
3768                                 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);
3769                         if (!p->texture_refraction)
3770                                 goto error;
3771                 }
3772
3773                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3774                 {
3775                         if (!p->texture_reflection)
3776                                 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);
3777                         if (!p->texture_reflection)
3778                                 goto error;
3779                 }
3780         }
3781
3782         // render views
3783         r_refdef.view = originalview;
3784         r_refdef.view.showdebug = false;
3785         r_refdef.view.width = r_waterstate.waterwidth;
3786         r_refdef.view.height = r_waterstate.waterheight;
3787         r_refdef.view.useclipplane = true;
3788         myview = r_refdef.view;
3789         r_waterstate.renderingscene = true;
3790         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3791         {
3792                 // render the normal view scene and copy into texture
3793                 // (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)
3794                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3795                 {
3796                         r_refdef.view = myview;
3797                         r_refdef.view.clipplane = p->plane;
3798                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3799                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3800                         PlaneClassify(&r_refdef.view.clipplane);
3801
3802                         R_ResetViewRendering3D();
3803                         R_ClearScreen(r_refdef.fogenabled);
3804                         R_View_Update();
3805                         R_RenderScene();
3806
3807                         // copy view into the screen texture
3808                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3809                         GL_ActiveTexture(0);
3810                         CHECKGLERROR
3811                         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
3812                 }
3813
3814                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3815                 {
3816                         r_refdef.view = myview;
3817                         // render reflected scene and copy into texture
3818                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3819                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3820                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3821                         r_refdef.view.clipplane = p->plane;
3822                         // reverse the cullface settings for this render
3823                         r_refdef.view.cullface_front = GL_FRONT;
3824                         r_refdef.view.cullface_back = GL_BACK;
3825                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3826                         {
3827                                 r_refdef.view.usecustompvs = true;
3828                                 if (p->pvsvalid)
3829                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3830                                 else
3831                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3832                         }
3833
3834                         R_ResetViewRendering3D();
3835                         R_ClearScreen(r_refdef.fogenabled);
3836                         R_View_Update();
3837                         R_RenderScene();
3838
3839                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3840                         GL_ActiveTexture(0);
3841                         CHECKGLERROR
3842                         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
3843                 }
3844         }
3845         r_waterstate.renderingscene = false;
3846         r_refdef.view = originalview;
3847         R_ResetViewRendering3D();
3848         R_ClearScreen(r_refdef.fogenabled);
3849         R_View_Update();
3850         return;
3851 error:
3852         r_refdef.view = originalview;
3853         r_waterstate.renderingscene = false;
3854         Cvar_SetValueQuick(&r_water, 0);
3855         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3856         return;
3857 }
3858
3859 void R_Bloom_StartFrame(void)
3860 {
3861         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3862
3863         // set bloomwidth and bloomheight to the bloom resolution that will be
3864         // used (often less than the screen resolution for faster rendering)
3865         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3866         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3867         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3868         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3869         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3870
3871         // calculate desired texture sizes
3872         if (gl_support_arb_texture_non_power_of_two)
3873         {
3874                 screentexturewidth = r_refdef.view.width;
3875                 screentextureheight = r_refdef.view.height;
3876                 bloomtexturewidth = r_bloomstate.bloomwidth;
3877                 bloomtextureheight = r_bloomstate.bloomheight;
3878         }
3879         else
3880         {
3881                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3882                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3883                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3884                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3885         }
3886
3887         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))
3888         {
3889                 Cvar_SetValueQuick(&r_hdr, 0);
3890                 Cvar_SetValueQuick(&r_bloom, 0);
3891                 Cvar_SetValueQuick(&r_motionblur, 0);
3892                 Cvar_SetValueQuick(&r_damageblur, 0);
3893         }
3894
3895         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)))
3896                 screentexturewidth = screentextureheight = 0;
3897         if (!r_hdr.integer && !r_bloom.integer)
3898                 bloomtexturewidth = bloomtextureheight = 0;
3899
3900         // allocate textures as needed
3901         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3902         {
3903                 if (r_bloomstate.texture_screen)
3904                         R_FreeTexture(r_bloomstate.texture_screen);
3905                 r_bloomstate.texture_screen = NULL;
3906                 r_bloomstate.screentexturewidth = screentexturewidth;
3907                 r_bloomstate.screentextureheight = screentextureheight;
3908                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3909                         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);
3910         }
3911         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3912         {
3913                 if (r_bloomstate.texture_bloom)
3914                         R_FreeTexture(r_bloomstate.texture_bloom);
3915                 r_bloomstate.texture_bloom = NULL;
3916                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3917                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3918                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3919                         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);
3920         }
3921
3922         // when doing a reduced render (HDR) we want to use a smaller area
3923         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3924         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3925         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3926         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3927         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3928
3929         // set up a texcoord array for the full resolution screen image
3930         // (we have to keep this around to copy back during final render)
3931         r_bloomstate.screentexcoord2f[0] = 0;
3932         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3933         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3934         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3935         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3936         r_bloomstate.screentexcoord2f[5] = 0;
3937         r_bloomstate.screentexcoord2f[6] = 0;
3938         r_bloomstate.screentexcoord2f[7] = 0;
3939
3940         // set up a texcoord array for the reduced resolution bloom image
3941         // (which will be additive blended over the screen image)
3942         r_bloomstate.bloomtexcoord2f[0] = 0;
3943         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3944         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3945         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3946         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3947         r_bloomstate.bloomtexcoord2f[5] = 0;
3948         r_bloomstate.bloomtexcoord2f[6] = 0;
3949         r_bloomstate.bloomtexcoord2f[7] = 0;
3950
3951         if (r_hdr.integer || r_bloom.integer)
3952         {
3953                 r_bloomstate.enabled = true;
3954                 r_bloomstate.hdr = r_hdr.integer != 0;
3955         }
3956
3957         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);
3958 }
3959
3960 void R_Bloom_CopyBloomTexture(float colorscale)
3961 {
3962         r_refdef.stats.bloom++;
3963
3964         // scale down screen texture to the bloom texture size
3965         CHECKGLERROR
3966         R_SetViewport(&r_bloomstate.viewport);
3967         GL_BlendFunc(GL_ONE, GL_ZERO);
3968         GL_Color(colorscale, colorscale, colorscale, 1);
3969         // TODO: optimize with multitexture or GLSL
3970         R_SetupGenericShader(true);
3971         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3972         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3973         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3974         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3975
3976         // we now have a bloom image in the framebuffer
3977         // copy it into the bloom image texture for later processing
3978         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3979         GL_ActiveTexture(0);
3980         CHECKGLERROR
3981         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
3982         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
3983 }
3984
3985 void R_Bloom_CopyHDRTexture(void)
3986 {
3987         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3988         GL_ActiveTexture(0);
3989         CHECKGLERROR
3990         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
3991         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
3992 }
3993
3994 void R_Bloom_MakeTexture(void)
3995 {
3996         int x, range, dir;
3997         float xoffset, yoffset, r, brighten;
3998
3999         r_refdef.stats.bloom++;
4000
4001         R_ResetViewRendering2D();
4002         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4003         R_Mesh_ColorPointer(NULL, 0, 0);
4004         R_SetupGenericShader(true);
4005
4006         // we have a bloom image in the framebuffer
4007         CHECKGLERROR
4008         R_SetViewport(&r_bloomstate.viewport);
4009
4010         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4011         {
4012                 x *= 2;
4013                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4014                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4015                 GL_Color(r, r, r, 1);
4016                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4017                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4018                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4019                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4020
4021                 // copy the vertically blurred bloom view to a texture
4022                 GL_ActiveTexture(0);
4023                 CHECKGLERROR
4024                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4025                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4026         }
4027
4028         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4029         brighten = r_bloom_brighten.value;
4030         if (r_hdr.integer)
4031                 brighten *= r_hdr_range.value;
4032         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4033         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4034
4035         for (dir = 0;dir < 2;dir++)
4036         {
4037                 // blend on at multiple vertical offsets to achieve a vertical blur
4038                 // TODO: do offset blends using GLSL
4039                 GL_BlendFunc(GL_ONE, GL_ZERO);
4040                 for (x = -range;x <= range;x++)
4041                 {
4042                         if (!dir){xoffset = 0;yoffset = x;}
4043                         else {xoffset = x;yoffset = 0;}
4044                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4045                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4046                         // compute a texcoord array with the specified x and y offset
4047                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4048                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4049                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4050                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4051                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4052                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4053                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4054                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4055                         // this r value looks like a 'dot' particle, fading sharply to
4056                         // black at the edges
4057                         // (probably not realistic but looks good enough)
4058                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4059                         //r = (dir ? 1.0f : brighten)/(range*2+1);
4060                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
4061                         GL_Color(r, r, r, 1);
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                         GL_BlendFunc(GL_ONE, GL_ONE);
4065                 }
4066
4067                 // copy the vertically blurred bloom view to a texture
4068                 GL_ActiveTexture(0);
4069                 CHECKGLERROR
4070                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4071                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4072         }
4073
4074         // apply subtract last
4075         // (just like it would be in a GLSL shader)
4076         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4077         {
4078                 GL_BlendFunc(GL_ONE, GL_ZERO);
4079                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4080                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4081                 GL_Color(1, 1, 1, 1);
4082                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4083                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4084
4085                 GL_BlendFunc(GL_ONE, GL_ONE);
4086                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4087                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4088                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4089                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4090                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4091                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4092                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4093
4094                 // copy the darkened bloom view to a texture
4095                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4096                 GL_ActiveTexture(0);
4097                 CHECKGLERROR
4098                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4099                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4100         }
4101 }
4102
4103 void R_HDR_RenderBloomTexture(void)
4104 {
4105         int oldwidth, oldheight;
4106         float oldcolorscale;
4107
4108         oldcolorscale = r_refdef.view.colorscale;
4109         oldwidth = r_refdef.view.width;
4110         oldheight = r_refdef.view.height;
4111         r_refdef.view.width = r_bloomstate.bloomwidth;
4112         r_refdef.view.height = r_bloomstate.bloomheight;
4113
4114         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4115         // TODO: add exposure compensation features
4116         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4117
4118         r_refdef.view.showdebug = false;
4119         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4120
4121         R_ResetViewRendering3D();
4122
4123         R_ClearScreen(r_refdef.fogenabled);
4124         if (r_timereport_active)
4125                 R_TimeReport("HDRclear");
4126
4127         R_View_Update();
4128         if (r_timereport_active)
4129                 R_TimeReport("visibility");
4130
4131         // only do secondary renders with HDR if r_hdr is 2 or higher
4132         r_waterstate.numwaterplanes = 0;
4133         if (r_waterstate.enabled && r_hdr.integer >= 2)
4134                 R_RenderWaterPlanes();
4135
4136         r_refdef.view.showdebug = true;
4137         R_RenderScene();
4138         r_waterstate.numwaterplanes = 0;
4139
4140         R_ResetViewRendering2D();
4141
4142         R_Bloom_CopyHDRTexture();
4143         R_Bloom_MakeTexture();
4144
4145         // restore the view settings
4146         r_refdef.view.width = oldwidth;
4147         r_refdef.view.height = oldheight;
4148         r_refdef.view.colorscale = oldcolorscale;
4149
4150         R_ResetViewRendering3D();
4151
4152         R_ClearScreen(r_refdef.fogenabled);
4153         if (r_timereport_active)
4154                 R_TimeReport("viewclear");
4155 }
4156
4157 static void R_BlendView(void)
4158 {
4159         if (r_bloomstate.texture_screen)
4160         {
4161                 // make sure the buffer is available
4162                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4163
4164                 R_ResetViewRendering2D();
4165                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4166                 R_Mesh_ColorPointer(NULL, 0, 0);
4167                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4168                 GL_ActiveTexture(0);CHECKGLERROR
4169
4170                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4171                 {  
4172                         // declare variables
4173                         float speed;
4174                         static float avgspeed;
4175
4176                         speed = VectorLength(cl.movement_velocity);
4177
4178                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4179                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4180
4181                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4182                         speed = bound(0, speed, 1);
4183                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4184
4185                         // calculate values into a standard alpha
4186                         cl.motionbluralpha = 1 - exp(-
4187                                         (
4188                                          (r_motionblur.value * speed / 80)
4189                                          +
4190                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4191                                         )
4192                                         /
4193                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4194                                    );
4195
4196                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4197                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4198                         // apply the blur
4199                         if (cl.motionbluralpha > 0)
4200                         {
4201                                 R_SetupGenericShader(true);
4202                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4203                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4204                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4205                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4206                                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4207                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4208                         }
4209                 }
4210
4211                 // copy view into the screen texture
4212                 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
4213                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4214         }
4215
4216         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4217         {
4218                 unsigned int permutation =
4219                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4220                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4221                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4222                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4223                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4224
4225                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4226                 {
4227                         // render simple bloom effect
4228                         // copy the screen and shrink it and darken it for the bloom process
4229                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4230                         // make the bloom texture
4231                         R_Bloom_MakeTexture();
4232                 }
4233
4234                 R_ResetViewRendering2D();
4235                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4236                 R_Mesh_ColorPointer(NULL, 0, 0);
4237                 GL_Color(1, 1, 1, 1);
4238                 GL_BlendFunc(GL_ONE, GL_ZERO);
4239                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4240                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4241                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4242                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4243                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4244                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4245                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4246                 if (r_glsl_permutation->loc_TintColor >= 0)
4247                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4248                 if (r_glsl_permutation->loc_ClientTime >= 0)
4249                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4250                 if (r_glsl_permutation->loc_PixelSize >= 0)
4251                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4252                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4253                 {
4254                         float a=0, b=0, c=0, d=0;
4255 #if _MSC_VER >= 1400
4256 #define sscanf sscanf_s
4257 #endif
4258                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4259                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4260                 }
4261                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4262                 {
4263                         float a=0, b=0, c=0, d=0;
4264                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4265                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4266                 }
4267                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4268                 {
4269                         float a=0, b=0, c=0, d=0;
4270                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4271                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4272                 }
4273                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4274                 {
4275                         float a=0, b=0, c=0, d=0;
4276                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4277                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4278                 }
4279                 if (r_glsl_permutation->loc_Saturation >= 0)
4280                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4281                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4282                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4283                 return;
4284         }
4285
4286
4287
4288         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4289         {
4290                 // render high dynamic range bloom effect
4291                 // the bloom texture was made earlier this render, so we just need to
4292                 // blend it onto the screen...
4293                 R_ResetViewRendering2D();
4294                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4295                 R_Mesh_ColorPointer(NULL, 0, 0);
4296                 R_SetupGenericShader(true);
4297                 GL_Color(1, 1, 1, 1);
4298                 GL_BlendFunc(GL_ONE, GL_ONE);
4299                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4300                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4301                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4302                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4303         }
4304         else if (r_bloomstate.texture_bloom)
4305         {
4306                 // render simple bloom effect
4307                 // copy the screen and shrink it and darken it for the bloom process
4308                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4309                 // make the bloom texture
4310                 R_Bloom_MakeTexture();
4311                 // put the original screen image back in place and blend the bloom
4312                 // texture on it
4313                 R_ResetViewRendering2D();
4314                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4315                 R_Mesh_ColorPointer(NULL, 0, 0);
4316                 GL_Color(1, 1, 1, 1);
4317                 GL_BlendFunc(GL_ONE, GL_ZERO);
4318                 // do both in one pass if possible
4319                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4320                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4321                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4322                 {
4323                         R_SetupGenericTwoTextureShader(GL_ADD);
4324                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4325                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4326                 }
4327                 else
4328                 {
4329                         R_SetupGenericShader(true);
4330                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4331                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4332                         // now blend on the bloom texture
4333                         GL_BlendFunc(GL_ONE, GL_ONE);
4334                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4335                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4336                 }
4337                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4338                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4339         }
4340         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4341         {
4342                 // apply a color tint to the whole view
4343                 R_ResetViewRendering2D();
4344                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4345                 R_Mesh_ColorPointer(NULL, 0, 0);
4346                 R_SetupGenericShader(false);
4347                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4348                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4349                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4350         }
4351 }
4352
4353 matrix4x4_t r_waterscrollmatrix;
4354
4355 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4356 {
4357         if (r_refdef.fog_density)
4358         {
4359                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4360                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4361                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4362
4363                 {
4364                         vec3_t fogvec;
4365                         VectorCopy(r_refdef.fogcolor, fogvec);
4366                         //   color.rgb *= ContrastBoost * SceneBrightness;
4367                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4368                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4369                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4370                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4371                 }
4372         }
4373 }
4374
4375 void R_UpdateVariables(void)
4376 {
4377         R_Textures_Frame();
4378
4379         r_refdef.scene.ambient = r_ambient.value;
4380
4381         r_refdef.farclip = 4096;
4382         if (r_refdef.scene.worldmodel)
4383                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4384         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4385
4386         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4387                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4388         r_refdef.polygonfactor = 0;
4389         r_refdef.polygonoffset = 0;
4390         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4391         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4392
4393         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4394         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4395         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4396         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4397         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4398         if (r_showsurfaces.integer)
4399         {
4400                 r_refdef.scene.rtworld = false;
4401                 r_refdef.scene.rtworldshadows = false;
4402                 r_refdef.scene.rtdlight = false;
4403                 r_refdef.scene.rtdlightshadows = false;
4404                 r_refdef.lightmapintensity = 0;
4405         }
4406
4407         if (gamemode == GAME_NEHAHRA)
4408         {
4409                 if (gl_fogenable.integer)
4410                 {
4411                         r_refdef.oldgl_fogenable = true;
4412                         r_refdef.fog_density = gl_fogdensity.value;
4413                         r_refdef.fog_red = gl_fogred.value;
4414                         r_refdef.fog_green = gl_foggreen.value;
4415                         r_refdef.fog_blue = gl_fogblue.value;
4416                         r_refdef.fog_alpha = 1;
4417                         r_refdef.fog_start = 0;
4418                         r_refdef.fog_end = gl_skyclip.value;
4419                 }
4420                 else if (r_refdef.oldgl_fogenable)
4421                 {
4422                         r_refdef.oldgl_fogenable = false;
4423                         r_refdef.fog_density = 0;
4424                         r_refdef.fog_red = 0;
4425                         r_refdef.fog_green = 0;
4426                         r_refdef.fog_blue = 0;
4427                         r_refdef.fog_alpha = 0;
4428                         r_refdef.fog_start = 0;
4429                         r_refdef.fog_end = 0;
4430                 }
4431         }
4432
4433         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4434         r_refdef.fog_start = max(0, r_refdef.fog_start);
4435         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4436
4437         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4438
4439         if (r_refdef.fog_density && r_drawfog.integer)
4440         {
4441                 r_refdef.fogenabled = true;
4442                 // this is the point where the fog reaches 0.9986 alpha, which we
4443                 // consider a good enough cutoff point for the texture
4444                 // (0.9986 * 256 == 255.6)
4445                 if (r_fog_exp2.integer)
4446                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4447                 else
4448                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4449                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4450                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4451                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4452                 // fog color was already set
4453                 // update the fog texture
4454                 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)
4455                         R_BuildFogTexture();
4456         }
4457         else
4458                 r_refdef.fogenabled = false;
4459
4460         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4461         {
4462                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4463                 {
4464                         // build GLSL gamma texture
4465 #define RAMPWIDTH 256
4466                         unsigned short ramp[RAMPWIDTH * 3];
4467                         unsigned char rampbgr[RAMPWIDTH][4];
4468                         int i;
4469
4470                         r_texture_gammaramps_serial = vid_gammatables_serial;
4471
4472                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4473                         for(i = 0; i < RAMPWIDTH; ++i)
4474                         {
4475                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4476                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4477                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4478                                 rampbgr[i][3] = 0;
4479                         }
4480                         if (r_texture_gammaramps)
4481                         {
4482                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4483                         }
4484                         else
4485                         {
4486                                 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);
4487                         }
4488                 }
4489         }
4490         else
4491         {
4492                 // remove GLSL gamma texture
4493         }
4494 }
4495
4496 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4497 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4498 /*
4499 ================
4500 R_SelectScene
4501 ================
4502 */
4503 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4504         if( scenetype != r_currentscenetype ) {
4505                 // store the old scenetype
4506                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4507                 r_currentscenetype = scenetype;
4508                 // move in the new scene
4509                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4510         }
4511 }
4512
4513 /*
4514 ================
4515 R_GetScenePointer
4516 ================
4517 */
4518 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4519 {
4520         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4521         if( scenetype == r_currentscenetype ) {
4522                 return &r_refdef.scene;
4523         } else {
4524                 return &r_scenes_store[ scenetype ];
4525         }
4526 }
4527
4528 /*
4529 ================
4530 R_RenderView
4531 ================
4532 */
4533 void R_RenderView(void)
4534 {
4535         if (r_timereport_active)
4536                 R_TimeReport("start");
4537         r_frame++; // used only by R_GetCurrentTexture
4538         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4539
4540         R_AnimCache_NewFrame();
4541
4542         if (r_refdef.view.isoverlay)
4543         {
4544                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4545                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4546                 R_TimeReport("depthclear");
4547
4548                 r_refdef.view.showdebug = false;
4549
4550                 r_waterstate.enabled = false;
4551                 r_waterstate.numwaterplanes = 0;
4552
4553                 R_RenderScene();
4554
4555                 CHECKGLERROR
4556                 return;
4557         }
4558
4559         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4560                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4561
4562         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4563
4564         // break apart the view matrix into vectors for various purposes
4565         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4566         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4567         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4568         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4569         // make an inverted copy of the view matrix for tracking sprites
4570         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4571
4572         R_Shadow_UpdateWorldLightSelection();
4573
4574         R_Bloom_StartFrame();
4575         R_Water_StartFrame();
4576
4577         CHECKGLERROR
4578         if (r_timereport_active)
4579                 R_TimeReport("viewsetup");
4580
4581         R_ResetViewRendering3D();
4582
4583         if (r_refdef.view.clear || r_refdef.fogenabled)
4584         {
4585                 R_ClearScreen(r_refdef.fogenabled);
4586                 if (r_timereport_active)
4587                         R_TimeReport("viewclear");
4588         }
4589         r_refdef.view.clear = true;
4590
4591         // this produces a bloom texture to be used in R_BlendView() later
4592         if (r_hdr.integer)
4593                 R_HDR_RenderBloomTexture();
4594
4595         r_refdef.view.showdebug = true;
4596
4597         R_View_Update();
4598         if (r_timereport_active)
4599                 R_TimeReport("visibility");
4600
4601         r_waterstate.numwaterplanes = 0;
4602         if (r_waterstate.enabled)
4603                 R_RenderWaterPlanes();
4604
4605         R_RenderScene();
4606         r_waterstate.numwaterplanes = 0;
4607
4608         R_BlendView();
4609         if (r_timereport_active)
4610                 R_TimeReport("blendview");
4611
4612         GL_Scissor(0, 0, vid.width, vid.height);
4613         GL_ScissorTest(false);
4614         CHECKGLERROR
4615 }
4616
4617 void R_RenderWaterPlanes(void)
4618 {
4619         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4620         {
4621                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4622                 if (r_timereport_active)
4623                         R_TimeReport("waterworld");
4624         }
4625
4626         // don't let sound skip if going slow
4627         if (r_refdef.scene.extraupdate)
4628                 S_ExtraUpdate ();
4629
4630         R_DrawModelsAddWaterPlanes();
4631         if (r_timereport_active)
4632                 R_TimeReport("watermodels");
4633
4634         if (r_waterstate.numwaterplanes)
4635         {
4636                 R_Water_ProcessPlanes();
4637                 if (r_timereport_active)
4638                         R_TimeReport("waterscenes");
4639         }
4640 }
4641
4642 extern void R_DrawLightningBeams (void);
4643 extern void VM_CL_AddPolygonsToMeshQueue (void);
4644 extern void R_DrawPortals (void);
4645 extern cvar_t cl_locs_show;
4646 static void R_DrawLocs(void);
4647 static void R_DrawEntityBBoxes(void);
4648 void R_RenderScene(void)
4649 {
4650         r_refdef.stats.renders++;
4651
4652         R_UpdateFogColor();
4653
4654         // don't let sound skip if going slow
4655         if (r_refdef.scene.extraupdate)
4656                 S_ExtraUpdate ();
4657
4658         R_MeshQueue_BeginScene();
4659
4660         R_SkyStartFrame();
4661
4662         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);
4663
4664         if (cl.csqc_vidvars.drawworld)
4665         {
4666                 // don't let sound skip if going slow
4667                 if (r_refdef.scene.extraupdate)
4668                         S_ExtraUpdate ();
4669
4670                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4671                 {
4672                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4673                         if (r_timereport_active)
4674                                 R_TimeReport("worldsky");
4675                 }
4676
4677                 if (R_DrawBrushModelsSky() && r_timereport_active)
4678                         R_TimeReport("bmodelsky");
4679         }
4680
4681         R_AnimCache_CacheVisibleEntities();
4682
4683         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4684         {
4685                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4686                 if (r_timereport_active)
4687                         R_TimeReport("worlddepth");
4688         }
4689         if (r_depthfirst.integer >= 2)
4690         {
4691                 R_DrawModelsDepth();
4692                 if (r_timereport_active)
4693                         R_TimeReport("modeldepth");
4694         }
4695
4696         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4697         {
4698                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4699                 if (r_timereport_active)
4700                         R_TimeReport("world");
4701         }
4702
4703         // don't let sound skip if going slow
4704         if (r_refdef.scene.extraupdate)
4705                 S_ExtraUpdate ();
4706
4707         R_DrawModels();
4708         if (r_timereport_active)
4709                 R_TimeReport("models");
4710
4711         // don't let sound skip if going slow
4712         if (r_refdef.scene.extraupdate)
4713                 S_ExtraUpdate ();
4714
4715         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4716         {
4717                 R_DrawModelShadows();
4718                 R_ResetViewRendering3D();
4719                 // don't let sound skip if going slow
4720                 if (r_refdef.scene.extraupdate)
4721                         S_ExtraUpdate ();
4722         }
4723
4724         R_ShadowVolumeLighting(false);
4725         if (r_timereport_active)
4726                 R_TimeReport("rtlights");
4727
4728         // don't let sound skip if going slow
4729         if (r_refdef.scene.extraupdate)
4730                 S_ExtraUpdate ();
4731
4732         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4733         {
4734                 R_DrawModelShadows();
4735                 R_ResetViewRendering3D();
4736                 // don't let sound skip if going slow
4737                 if (r_refdef.scene.extraupdate)
4738                         S_ExtraUpdate ();
4739         }
4740
4741         if (cl.csqc_vidvars.drawworld)
4742         {
4743                 R_DrawLightningBeams();
4744                 if (r_timereport_active)
4745                         R_TimeReport("lightning");
4746
4747                 R_DrawDecals();
4748                 if (r_timereport_active)
4749                         R_TimeReport("decals");
4750
4751                 R_DrawParticles();
4752                 if (r_timereport_active)
4753                         R_TimeReport("particles");
4754
4755                 R_DrawExplosions();
4756                 if (r_timereport_active)
4757                         R_TimeReport("explosions");
4758         }
4759
4760         R_SetupGenericShader(true);
4761         VM_CL_AddPolygonsToMeshQueue();
4762
4763         if (r_refdef.view.showdebug)
4764         {
4765                 if (cl_locs_show.integer)
4766                 {
4767                         R_DrawLocs();
4768                         if (r_timereport_active)
4769                                 R_TimeReport("showlocs");
4770                 }
4771
4772                 if (r_drawportals.integer)
4773                 {
4774                         R_DrawPortals();
4775                         if (r_timereport_active)
4776                                 R_TimeReport("portals");
4777                 }
4778
4779                 if (r_showbboxes.value > 0)
4780                 {
4781                         R_DrawEntityBBoxes();
4782                         if (r_timereport_active)
4783                                 R_TimeReport("bboxes");
4784                 }
4785         }
4786
4787         R_SetupGenericShader(true);
4788         R_MeshQueue_RenderTransparent();
4789         if (r_timereport_active)
4790                 R_TimeReport("drawtrans");
4791
4792         R_SetupGenericShader(true);
4793
4794         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))
4795         {
4796                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4797                 if (r_timereport_active)
4798                         R_TimeReport("worlddebug");
4799                 R_DrawModelsDebug();
4800                 if (r_timereport_active)
4801                         R_TimeReport("modeldebug");
4802         }
4803
4804         R_SetupGenericShader(true);
4805
4806         if (cl.csqc_vidvars.drawworld)
4807         {
4808                 R_DrawCoronas();
4809                 if (r_timereport_active)
4810                         R_TimeReport("coronas");
4811         }
4812
4813         // don't let sound skip if going slow
4814         if (r_refdef.scene.extraupdate)
4815                 S_ExtraUpdate ();
4816
4817         R_ResetViewRendering2D();
4818 }
4819
4820 static const unsigned short bboxelements[36] =
4821 {
4822         5, 1, 3, 5, 3, 7,
4823         6, 2, 0, 6, 0, 4,
4824         7, 3, 2, 7, 2, 6,
4825         4, 0, 1, 4, 1, 5,
4826         4, 5, 7, 4, 7, 6,
4827         1, 0, 2, 1, 2, 3,
4828 };
4829
4830 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4831 {
4832         int i;
4833         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4834         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4835         GL_DepthMask(false);
4836         GL_DepthRange(0, 1);
4837         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4838         R_Mesh_Matrix(&identitymatrix);
4839         R_Mesh_ResetTextureState();
4840
4841         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4842         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4843         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4844         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4845         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4846         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4847         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4848         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4849         R_FillColors(color4f, 8, cr, cg, cb, ca);
4850         if (r_refdef.fogenabled)
4851         {
4852                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4853                 {
4854                         f1 = FogPoint_World(v);
4855                         f2 = 1 - f1;
4856                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4857                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4858                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4859                 }
4860         }
4861         R_Mesh_VertexPointer(vertex3f, 0, 0);
4862         R_Mesh_ColorPointer(color4f, 0, 0);
4863         R_Mesh_ResetTextureState();
4864         R_SetupGenericShader(false);
4865         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4866 }
4867
4868 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4869 {
4870         int i;
4871         float color[4];
4872         prvm_edict_t *edict;
4873         prvm_prog_t *prog_save = prog;
4874
4875         // this function draws bounding boxes of server entities
4876         if (!sv.active)
4877                 return;
4878
4879         GL_CullFace(GL_NONE);
4880         R_SetupGenericShader(false);
4881
4882         prog = 0;
4883         SV_VM_Begin();
4884         for (i = 0;i < numsurfaces;i++)
4885         {
4886                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4887                 switch ((int)edict->fields.server->solid)
4888                 {
4889                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4890                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4891                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4892                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4893                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4894                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4895                 }
4896                 color[3] *= r_showbboxes.value;
4897                 color[3] = bound(0, color[3], 1);
4898                 GL_DepthTest(!r_showdisabledepthtest.integer);
4899                 GL_CullFace(r_refdef.view.cullface_front);
4900                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4901         }
4902         SV_VM_End();
4903         prog = prog_save;
4904 }
4905
4906 static void R_DrawEntityBBoxes(void)
4907 {
4908         int i;
4909         prvm_edict_t *edict;
4910         vec3_t center;
4911         prvm_prog_t *prog_save = prog;
4912
4913         // this function draws bounding boxes of server entities
4914         if (!sv.active)
4915                 return;
4916
4917         prog = 0;
4918         SV_VM_Begin();
4919         for (i = 0;i < prog->num_edicts;i++)
4920         {
4921                 edict = PRVM_EDICT_NUM(i);
4922                 if (edict->priv.server->free)
4923                         continue;
4924                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4925                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4926                         continue;
4927                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4928                         continue;
4929                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4930                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4931         }
4932         SV_VM_End();
4933         prog = prog_save;
4934 }
4935
4936 unsigned short nomodelelements[24] =
4937 {
4938         5, 2, 0,
4939         5, 1, 2,
4940         5, 0, 3,
4941         5, 3, 1,
4942         0, 2, 4,
4943         2, 1, 4,
4944         3, 0, 4,
4945         1, 3, 4
4946 };
4947
4948 float nomodelvertex3f[6*3] =
4949 {
4950         -16,   0,   0,
4951          16,   0,   0,
4952           0, -16,   0,
4953           0,  16,   0,
4954           0,   0, -16,
4955           0,   0,  16
4956 };
4957
4958 float nomodelcolor4f[6*4] =
4959 {
4960         0.0f, 0.0f, 0.5f, 1.0f,
4961         0.0f, 0.0f, 0.5f, 1.0f,
4962         0.0f, 0.5f, 0.0f, 1.0f,
4963         0.0f, 0.5f, 0.0f, 1.0f,
4964         0.5f, 0.0f, 0.0f, 1.0f,
4965         0.5f, 0.0f, 0.0f, 1.0f
4966 };
4967
4968 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4969 {
4970         int i;
4971         float f1, f2, *c;
4972         float color4f[6*4];
4973         // this is only called once per entity so numsurfaces is always 1, and
4974         // surfacelist is always {0}, so this code does not handle batches
4975         R_Mesh_Matrix(&ent->matrix);
4976
4977         if (ent->flags & EF_ADDITIVE)
4978         {
4979                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4980                 GL_DepthMask(false);
4981         }
4982         else if (ent->alpha < 1)
4983         {
4984                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4985                 GL_DepthMask(false);
4986         }
4987         else
4988         {
4989                 GL_BlendFunc(GL_ONE, GL_ZERO);
4990                 GL_DepthMask(true);
4991         }
4992         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4993         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4994         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4995         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4996         R_SetupGenericShader(false);
4997         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4998         if (r_refdef.fogenabled)
4999         {
5000                 vec3_t org;
5001                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5002                 R_Mesh_ColorPointer(color4f, 0, 0);
5003                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5004                 f1 = FogPoint_World(org);
5005                 f2 = 1 - f1;
5006                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5007                 {
5008                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5009                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5010                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5011                         c[3] *= ent->alpha;
5012                 }
5013         }
5014         else if (ent->alpha != 1)
5015         {
5016                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5017                 R_Mesh_ColorPointer(color4f, 0, 0);
5018                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5019                         c[3] *= ent->alpha;
5020         }
5021         else
5022                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5023         R_Mesh_ResetTextureState();
5024         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5025 }
5026
5027 void R_DrawNoModel(entity_render_t *ent)
5028 {
5029         vec3_t org;
5030         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5031         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5032                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5033         //else
5034         //      R_DrawNoModelCallback(ent, 0);
5035 }
5036
5037 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5038 {
5039         vec3_t right1, right2, diff, normal;
5040
5041         VectorSubtract (org2, org1, normal);
5042
5043         // calculate 'right' vector for start
5044         VectorSubtract (r_refdef.view.origin, org1, diff);
5045         CrossProduct (normal, diff, right1);
5046         VectorNormalize (right1);
5047
5048         // calculate 'right' vector for end
5049         VectorSubtract (r_refdef.view.origin, org2, diff);
5050         CrossProduct (normal, diff, right2);
5051         VectorNormalize (right2);
5052
5053         vert[ 0] = org1[0] + width * right1[0];
5054         vert[ 1] = org1[1] + width * right1[1];
5055         vert[ 2] = org1[2] + width * right1[2];
5056         vert[ 3] = org1[0] - width * right1[0];
5057         vert[ 4] = org1[1] - width * right1[1];
5058         vert[ 5] = org1[2] - width * right1[2];
5059         vert[ 6] = org2[0] - width * right2[0];
5060         vert[ 7] = org2[1] - width * right2[1];
5061         vert[ 8] = org2[2] - width * right2[2];
5062         vert[ 9] = org2[0] + width * right2[0];
5063         vert[10] = org2[1] + width * right2[1];
5064         vert[11] = org2[2] + width * right2[2];
5065 }
5066
5067 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5068
5069 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)
5070 {
5071         // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5072         float fog = 1.0f;
5073         float vertex3f[12];
5074
5075         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5076                 fog = FogPoint_World(origin);
5077
5078         R_Mesh_Matrix(&identitymatrix);
5079         GL_BlendFunc(blendfunc1, blendfunc2);
5080
5081         GL_CullFace(GL_NONE);
5082
5083         GL_DepthMask(false);
5084         GL_DepthRange(0, depthshort ? 0.0625 : 1);
5085         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5086         GL_DepthTest(!depthdisable);
5087
5088         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5089         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5090         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5091         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5092         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5093         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5094         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5095         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5096         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5097         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5098         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5099         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5100
5101         R_Mesh_VertexPointer(vertex3f, 0, 0);
5102         R_Mesh_ColorPointer(NULL, 0, 0);
5103         R_Mesh_ResetTextureState();
5104         R_SetupGenericShader(true);
5105         R_Mesh_TexBind(0, R_GetTexture(texture));
5106         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5107         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5108         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5109         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5110
5111         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5112         {
5113                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5114                 GL_BlendFunc(blendfunc1, GL_ONE);
5115                 fog = 1 - fog;
5116                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5117                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5118         }
5119 }
5120
5121 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5122 {
5123         int i;
5124         float *vertex3f;
5125         float v[3];
5126         VectorSet(v, x, y, z);
5127         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5128                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5129                         break;
5130         if (i == mesh->numvertices)
5131         {
5132                 if (mesh->numvertices < mesh->maxvertices)
5133                 {
5134                         VectorCopy(v, vertex3f);
5135                         mesh->numvertices++;
5136                 }
5137                 return mesh->numvertices;
5138         }
5139         else
5140                 return i;
5141 }
5142
5143 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5144 {
5145         int i;
5146         int *e, element[3];
5147         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5148         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5149         e = mesh->element3i + mesh->numtriangles * 3;
5150         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5151         {
5152                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5153                 if (mesh->numtriangles < mesh->maxtriangles)
5154                 {
5155                         *e++ = element[0];
5156                         *e++ = element[1];
5157                         *e++ = element[2];
5158                         mesh->numtriangles++;
5159                 }
5160                 element[1] = element[2];
5161         }
5162 }
5163
5164 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5165 {
5166         int i;
5167         int *e, element[3];
5168         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5169         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5170         e = mesh->element3i + mesh->numtriangles * 3;
5171         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5172         {
5173                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5174                 if (mesh->numtriangles < mesh->maxtriangles)
5175                 {
5176                         *e++ = element[0];
5177                         *e++ = element[1];
5178                         *e++ = element[2];
5179                         mesh->numtriangles++;
5180                 }
5181                 element[1] = element[2];
5182         }
5183 }
5184
5185 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5186 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5187 {
5188         int planenum, planenum2;
5189         int w;
5190         int tempnumpoints;
5191         mplane_t *plane, *plane2;
5192         double maxdist;
5193         double temppoints[2][256*3];
5194         // figure out how large a bounding box we need to properly compute this brush
5195         maxdist = 0;
5196         for (w = 0;w < numplanes;w++)
5197                 maxdist = max(maxdist, planes[w].dist);
5198         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5199         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5200         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5201         {
5202                 w = 0;
5203                 tempnumpoints = 4;
5204                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5205                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5206                 {
5207                         if (planenum2 == planenum)
5208                                 continue;
5209                         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);
5210                         w = !w;
5211                 }
5212                 if (tempnumpoints < 3)
5213                         continue;
5214                 // generate elements forming a triangle fan for this polygon
5215                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5216         }
5217 }
5218
5219 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)
5220 {
5221         texturelayer_t *layer;
5222         layer = t->currentlayers + t->currentnumlayers++;
5223         layer->type = type;
5224         layer->depthmask = depthmask;
5225         layer->blendfunc1 = blendfunc1;
5226         layer->blendfunc2 = blendfunc2;
5227         layer->texture = texture;
5228         layer->texmatrix = *matrix;
5229         layer->color[0] = r * r_refdef.view.colorscale;
5230         layer->color[1] = g * r_refdef.view.colorscale;
5231         layer->color[2] = b * r_refdef.view.colorscale;
5232         layer->color[3] = a;
5233 }
5234
5235 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5236 {
5237         double index, f;
5238         index = parms[2] + r_refdef.scene.time * parms[3];
5239         index -= floor(index);
5240         switch (func)
5241         {
5242         default:
5243         case Q3WAVEFUNC_NONE:
5244         case Q3WAVEFUNC_NOISE:
5245         case Q3WAVEFUNC_COUNT:
5246                 f = 0;
5247                 break;
5248         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5249         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5250         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5251         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5252         case Q3WAVEFUNC_TRIANGLE:
5253                 index *= 4;
5254                 f = index - floor(index);
5255                 if (index < 1)
5256                         f = f;
5257                 else if (index < 2)
5258                         f = 1 - f;
5259                 else if (index < 3)
5260                         f = -f;
5261                 else
5262                         f = -(1 - f);
5263                 break;
5264         }
5265         return (float)(parms[0] + parms[1] * f);
5266 }
5267
5268 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5269 {
5270         int w, h, idx;
5271         float f;
5272         float tcmat[12];
5273         matrix4x4_t matrix, temp;
5274         switch(tcmod->tcmod)
5275         {
5276                 case Q3TCMOD_COUNT:
5277                 case Q3TCMOD_NONE:
5278                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5279                                 matrix = r_waterscrollmatrix;
5280                         else
5281                                 matrix = identitymatrix;
5282                         break;
5283                 case Q3TCMOD_ENTITYTRANSLATE:
5284                         // this is used in Q3 to allow the gamecode to control texcoord
5285                         // scrolling on the entity, which is not supported in darkplaces yet.
5286                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5287                         break;
5288                 case Q3TCMOD_ROTATE:
5289                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5290                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5291                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5292                         break;
5293                 case Q3TCMOD_SCALE:
5294                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5295                         break;
5296                 case Q3TCMOD_SCROLL:
5297                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5298                         break;
5299                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5300                         w = (int) tcmod->parms[0];
5301                         h = (int) tcmod->parms[1];
5302                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5303                         f = f - floor(f);
5304                         idx = (int) floor(f * w * h);
5305                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5306                         break;
5307                 case Q3TCMOD_STRETCH:
5308                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5309                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5310                         break;
5311                 case Q3TCMOD_TRANSFORM:
5312                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5313                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5314                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5315                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5316                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5317                         break;
5318                 case Q3TCMOD_TURBULENT:
5319                         // this is handled in the RSurf_PrepareVertices function
5320                         matrix = identitymatrix;
5321                         break;
5322         }
5323         temp = *texmatrix;
5324         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5325 }
5326
5327 texture_t *R_GetCurrentTexture(texture_t *t)
5328 {
5329         int i;
5330         const entity_render_t *ent = rsurface.entity;
5331         dp_model_t *model = ent->model;
5332         q3shaderinfo_layer_tcmod_t *tcmod;
5333
5334         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5335                 return t->currentframe;
5336         t->update_lastrenderframe = r_frame;
5337         t->update_lastrenderentity = (void *)ent;
5338
5339         // switch to an alternate material if this is a q1bsp animated material
5340         {
5341                 texture_t *texture = t;
5342                 int s = ent->skinnum;
5343                 if ((unsigned int)s >= (unsigned int)model->numskins)
5344                         s = 0;
5345                 if (model->skinscenes)
5346                 {
5347                         if (model->skinscenes[s].framecount > 1)
5348                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5349                         else
5350                                 s = model->skinscenes[s].firstframe;
5351                 }
5352                 if (s > 0)
5353                         t = t + s * model->num_surfaces;
5354                 if (t->animated)
5355                 {
5356                         // use an alternate animation if the entity's frame is not 0,
5357                         // and only if the texture has an alternate animation
5358                         if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5359                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5360                         else
5361                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5362                 }
5363                 texture->currentframe = t;
5364         }
5365
5366         // update currentskinframe to be a qw skin or animation frame
5367         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"))
5368         {
5369                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5370                 {
5371                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5372                         if (developer_loading.integer)
5373                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5374                         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);
5375                 }
5376                 t->currentskinframe = r_qwskincache_skinframe[i];
5377                 if (t->currentskinframe == NULL)
5378                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5379         }
5380         else if (t->numskinframes >= 2)
5381                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5382         if (t->backgroundnumskinframes >= 2)
5383                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5384
5385         t->currentmaterialflags = t->basematerialflags;
5386         t->currentalpha = ent->alpha;
5387         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5388                 t->currentalpha *= r_wateralpha.value;
5389         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5390                 t->currentalpha *= t->r_water_wateralpha;
5391         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5392                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5393         if (!(ent->flags & RENDER_LIGHT))
5394                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5395         else if (rsurface.modeltexcoordlightmap2f == NULL)
5396         {
5397                 // pick a model lighting mode
5398                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5399                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5400                 else
5401                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5402         }
5403         if (ent->effects & EF_ADDITIVE)
5404                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5405         else if (t->currentalpha < 1)
5406                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5407         if (ent->effects & EF_DOUBLESIDED)
5408                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5409         if (ent->effects & EF_NODEPTHTEST)
5410                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5411         if (ent->flags & RENDER_VIEWMODEL)
5412                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5413         if (t->backgroundnumskinframes)
5414                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5415         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5416         {
5417                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5418                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5419         }
5420         else
5421                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5422
5423         // there is no tcmod
5424         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5425         {
5426                 t->currenttexmatrix = r_waterscrollmatrix;
5427                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5428         }
5429         else
5430         {
5431                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5432                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5433         }
5434
5435         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5436                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5437         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5438                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5439
5440         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5441         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5442         t->glosstexture = r_texture_black;
5443         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5444         t->backgroundglosstexture = r_texture_black;
5445         t->specularpower = r_shadow_glossexponent.value;
5446         // TODO: store reference values for these in the texture?
5447         t->specularscale = 0;
5448         if (r_shadow_gloss.integer > 0)
5449         {
5450                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5451                 {
5452                         if (r_shadow_glossintensity.value > 0)
5453                         {
5454                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5455                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5456                                 t->specularscale = r_shadow_glossintensity.value;
5457                         }
5458                 }
5459                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5460                 {
5461                         t->glosstexture = r_texture_white;
5462                         t->backgroundglosstexture = r_texture_white;
5463                         t->specularscale = r_shadow_gloss2intensity.value;
5464                 }
5465         }
5466
5467         // lightmaps mode looks bad with dlights using actual texturing, so turn
5468         // off the colormap and glossmap, but leave the normalmap on as it still
5469         // accurately represents the shading involved
5470         if (gl_lightmaps.integer)
5471         {
5472                 t->basetexture = r_texture_grey128;
5473                 t->backgroundbasetexture = NULL;
5474                 t->specularscale = 0;
5475                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5476         }
5477
5478         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5479         VectorClear(t->dlightcolor);
5480         t->currentnumlayers = 0;
5481         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5482         {
5483                 int layerflags = 0;
5484                 int blendfunc1, blendfunc2;
5485                 qboolean depthmask;
5486                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5487                 {
5488                         blendfunc1 = GL_SRC_ALPHA;
5489                         blendfunc2 = GL_ONE;
5490                 }
5491                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5492                 {
5493                         blendfunc1 = GL_SRC_ALPHA;
5494                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5495                 }
5496                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5497                 {
5498                         blendfunc1 = t->customblendfunc[0];
5499                         blendfunc2 = t->customblendfunc[1];
5500                 }
5501                 else
5502                 {
5503                         blendfunc1 = GL_ONE;
5504                         blendfunc2 = GL_ZERO;
5505                 }
5506                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5507                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5508                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5509                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5510                 {
5511                         // fullbright is not affected by r_refdef.lightmapintensity
5512                         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]);
5513                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5514                                 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]);
5515                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5516                                 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]);
5517                 }
5518                 else
5519                 {
5520                         vec3_t ambientcolor;
5521                         float colorscale;
5522                         // set the color tint used for lights affecting this surface
5523                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5524                         colorscale = 2;
5525                         // q3bsp has no lightmap updates, so the lightstylevalue that
5526                         // would normally be baked into the lightmap must be
5527                         // applied to the color
5528                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5529                         if (ent->model->type == mod_brushq3)
5530                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5531                         colorscale *= r_refdef.lightmapintensity;
5532                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5533                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5534                         // basic lit geometry
5535                         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]);
5536                         // add pants/shirt if needed
5537                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5538                                 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]);
5539                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5540                                 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]);
5541                         // now add ambient passes if needed
5542                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5543                         {
5544                                 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]);
5545                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5546                                         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]);
5547                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5548                                         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]);
5549                         }
5550                 }
5551                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5552                         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]);
5553                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5554                 {
5555                         // if this is opaque use alpha blend which will darken the earlier
5556                         // passes cheaply.
5557                         //
5558                         // if this is an alpha blended material, all the earlier passes
5559                         // were darkened by fog already, so we only need to add the fog
5560                         // color ontop through the fog mask texture
5561                         //
5562                         // if this is an additive blended material, all the earlier passes
5563                         // were darkened by fog already, and we should not add fog color
5564                         // (because the background was not darkened, there is no fog color
5565                         // that was lost behind it).
5566                         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]);
5567                 }
5568         }
5569
5570         return t->currentframe;
5571 }
5572
5573 rsurfacestate_t rsurface;
5574
5575 void R_Mesh_ResizeArrays(int newvertices)
5576 {
5577         float *base;
5578         if (rsurface.array_size >= newvertices)
5579                 return;
5580         if (rsurface.array_modelvertex3f)
5581                 Mem_Free(rsurface.array_modelvertex3f);
5582         rsurface.array_size = (newvertices + 1023) & ~1023;
5583         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5584         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5585         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5586         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5587         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5588         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5589         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5590         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5591         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5592         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5593         rsurface.array_color4f           = base + rsurface.array_size * 27;
5594         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5595 }
5596
5597 void RSurf_ActiveWorldEntity(void)
5598 {
5599         dp_model_t *model = r_refdef.scene.worldmodel;
5600         //if (rsurface.entity == r_refdef.scene.worldentity)
5601         //      return;
5602         rsurface.entity = r_refdef.scene.worldentity;
5603         if (rsurface.array_size < model->surfmesh.num_vertices)
5604                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5605         rsurface.matrix = identitymatrix;
5606         rsurface.inversematrix = identitymatrix;
5607         R_Mesh_Matrix(&identitymatrix);
5608         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5609         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5610         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5611         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5612         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5613         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5614         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5615         rsurface.frameblend[0].lerp = 1;
5616         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5617         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5618         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5619         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5620         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5621         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5622         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5623         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5624         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5625         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5626         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5627         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5628         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5629         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5630         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5631         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5632         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5633         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5634         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5635         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5636         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5637         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5638         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5639         rsurface.modelelement3i = model->surfmesh.data_element3i;
5640         rsurface.modelelement3s = model->surfmesh.data_element3s;
5641         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5642         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5643         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5644         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5645         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5646         rsurface.modelsurfaces = model->data_surfaces;
5647         rsurface.generatedvertex = false;
5648         rsurface.vertex3f  = rsurface.modelvertex3f;
5649         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5650         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5651         rsurface.svector3f = rsurface.modelsvector3f;
5652         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5653         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5654         rsurface.tvector3f = rsurface.modeltvector3f;
5655         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5656         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5657         rsurface.normal3f  = rsurface.modelnormal3f;
5658         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5659         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5660         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5661 }
5662
5663 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5664 {
5665         dp_model_t *model = ent->model;
5666         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5667         //      return;
5668         rsurface.entity = (entity_render_t *)ent;
5669         if (rsurface.array_size < model->surfmesh.num_vertices)
5670                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5671         rsurface.matrix = ent->matrix;
5672         rsurface.inversematrix = ent->inversematrix;
5673         R_Mesh_Matrix(&rsurface.matrix);
5674         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5675         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5676         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5677         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5678         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5679         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5680         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5681         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5682         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5683         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5684         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5685         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5686         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5687         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5688         if (ent->model->brush.submodel)
5689         {
5690                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5691                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5692         }
5693         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5694         {
5695                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5696                 {
5697                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5698                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5699                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5700                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5701                 }
5702                 else if (wanttangents)
5703                 {
5704                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5705                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5706                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5707                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5708                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5709                 }
5710                 else if (wantnormals)
5711                 {
5712                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5713                         rsurface.modelsvector3f = NULL;
5714                         rsurface.modeltvector3f = NULL;
5715                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5716                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5717                 }
5718                 else
5719                 {
5720                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5721                         rsurface.modelsvector3f = NULL;
5722                         rsurface.modeltvector3f = NULL;
5723                         rsurface.modelnormal3f = NULL;
5724                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5725                 }
5726                 rsurface.modelvertex3f_bufferobject = 0;
5727                 rsurface.modelvertex3f_bufferoffset = 0;
5728                 rsurface.modelsvector3f_bufferobject = 0;
5729                 rsurface.modelsvector3f_bufferoffset = 0;
5730                 rsurface.modeltvector3f_bufferobject = 0;
5731                 rsurface.modeltvector3f_bufferoffset = 0;
5732                 rsurface.modelnormal3f_bufferobject = 0;
5733                 rsurface.modelnormal3f_bufferoffset = 0;
5734                 rsurface.generatedvertex = true;
5735         }
5736         else
5737         {
5738                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5739                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5740                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5741                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5742                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5743                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5744                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5745                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5746                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5747                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5748                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5749                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5750                 rsurface.generatedvertex = false;
5751         }
5752         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5753         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5754         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5755         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5756         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5757         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5758         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5759         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5760         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5761         rsurface.modelelement3i = model->surfmesh.data_element3i;
5762         rsurface.modelelement3s = model->surfmesh.data_element3s;
5763         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5764         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5765         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5766         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5767         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5768         rsurface.modelsurfaces = model->data_surfaces;
5769         rsurface.vertex3f  = rsurface.modelvertex3f;
5770         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5771         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5772         rsurface.svector3f = rsurface.modelsvector3f;
5773         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5774         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5775         rsurface.tvector3f = rsurface.modeltvector3f;
5776         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5777         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5778         rsurface.normal3f  = rsurface.modelnormal3f;
5779         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5780         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5781         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5782 }
5783
5784 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5785 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5786 {
5787         int deformindex;
5788         int texturesurfaceindex;
5789         int i, j;
5790         float amplitude;
5791         float animpos;
5792         float scale;
5793         const float *v1, *in_tc;
5794         float *out_tc;
5795         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5796         float waveparms[4];
5797         q3shaderinfo_deform_t *deform;
5798         // 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
5799         if (rsurface.generatedvertex)
5800         {
5801                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5802                         generatenormals = true;
5803                 for (i = 0;i < Q3MAXDEFORMS;i++)
5804                 {
5805                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5806                         {
5807                                 generatetangents = true;
5808                                 generatenormals = true;
5809                         }
5810                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5811                                 generatenormals = true;
5812                 }
5813                 if (generatenormals && !rsurface.modelnormal3f)
5814                 {
5815                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5816                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5817                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5818                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5819                 }
5820                 if (generatetangents && !rsurface.modelsvector3f)
5821                 {
5822                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5823                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5824                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5825                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5826                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5827                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5828                         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);
5829                 }
5830         }
5831         rsurface.vertex3f  = rsurface.modelvertex3f;
5832         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5833         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5834         rsurface.svector3f = rsurface.modelsvector3f;
5835         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5836         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5837         rsurface.tvector3f = rsurface.modeltvector3f;
5838         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5839         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5840         rsurface.normal3f  = rsurface.modelnormal3f;
5841         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5842         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5843         // if vertices are deformed (sprite flares and things in maps, possibly
5844         // water waves, bulges and other deformations), generate them into
5845         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5846         // (may be static model data or generated data for an animated model, or
5847         //  the previous deform pass)
5848         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5849         {
5850                 switch (deform->deform)
5851                 {
5852                 default:
5853                 case Q3DEFORM_PROJECTIONSHADOW:
5854                 case Q3DEFORM_TEXT0:
5855                 case Q3DEFORM_TEXT1:
5856                 case Q3DEFORM_TEXT2:
5857                 case Q3DEFORM_TEXT3:
5858                 case Q3DEFORM_TEXT4:
5859                 case Q3DEFORM_TEXT5:
5860                 case Q3DEFORM_TEXT6:
5861                 case Q3DEFORM_TEXT7:
5862                 case Q3DEFORM_NONE:
5863                         break;
5864                 case Q3DEFORM_AUTOSPRITE:
5865                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5866                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5867                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5868                         VectorNormalize(newforward);
5869                         VectorNormalize(newright);
5870                         VectorNormalize(newup);
5871                         // make deformed versions of only the model vertices used by the specified surfaces
5872                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5873                         {
5874                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5875                                 // a single autosprite surface can contain multiple sprites...
5876                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5877                                 {
5878                                         VectorClear(center);
5879                                         for (i = 0;i < 4;i++)
5880                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5881                                         VectorScale(center, 0.25f, center);
5882                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5883                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5884                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5885                                         for (i = 0;i < 4;i++)
5886                                         {
5887                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5888                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5889                                         }
5890                                 }
5891                                 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);
5892                                 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);
5893                         }
5894                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5895                         rsurface.vertex3f_bufferobject = 0;
5896                         rsurface.vertex3f_bufferoffset = 0;
5897                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5898                         rsurface.svector3f_bufferobject = 0;
5899                         rsurface.svector3f_bufferoffset = 0;
5900                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5901                         rsurface.tvector3f_bufferobject = 0;
5902                         rsurface.tvector3f_bufferoffset = 0;
5903                         rsurface.normal3f = rsurface.array_deformednormal3f;
5904                         rsurface.normal3f_bufferobject = 0;
5905                         rsurface.normal3f_bufferoffset = 0;
5906                         break;
5907                 case Q3DEFORM_AUTOSPRITE2:
5908                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5909                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5910                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5911                         VectorNormalize(newforward);
5912                         VectorNormalize(newright);
5913                         VectorNormalize(newup);
5914                         // make deformed versions of only the model vertices used by the specified surfaces
5915                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5916                         {
5917                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5918                                 const float *v1, *v2;
5919                                 vec3_t start, end;
5920                                 float f, l;
5921                                 struct
5922                                 {
5923                                         float length2;
5924                                         const float *v1;
5925                                         const float *v2;
5926                                 }
5927                                 shortest[2];
5928                                 memset(shortest, 0, sizeof(shortest));
5929                                 // a single autosprite surface can contain multiple sprites...
5930                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5931                                 {
5932                                         VectorClear(center);
5933                                         for (i = 0;i < 4;i++)
5934                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5935                                         VectorScale(center, 0.25f, center);
5936                                         // find the two shortest edges, then use them to define the
5937                                         // axis vectors for rotating around the central axis
5938                                         for (i = 0;i < 6;i++)
5939                                         {
5940                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5941                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5942 #if 0
5943                                                 Debug_PolygonBegin(NULL, 0);
5944                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5945                                                 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);
5946                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5947                                                 Debug_PolygonEnd();
5948 #endif
5949                                                 l = VectorDistance2(v1, v2);
5950                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5951                                                 if (v1[2] != v2[2])
5952                                                         l += (1.0f / 1024.0f);
5953                                                 if (shortest[0].length2 > l || i == 0)
5954                                                 {
5955                                                         shortest[1] = shortest[0];
5956                                                         shortest[0].length2 = l;
5957                                                         shortest[0].v1 = v1;
5958                                                         shortest[0].v2 = v2;
5959                                                 }
5960                                                 else if (shortest[1].length2 > l || i == 1)
5961                                                 {
5962                                                         shortest[1].length2 = l;
5963                                                         shortest[1].v1 = v1;
5964                                                         shortest[1].v2 = v2;
5965                                                 }
5966                                         }
5967                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5968                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5969 #if 0
5970                                         Debug_PolygonBegin(NULL, 0);
5971                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5972                                         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);
5973                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5974                                         Debug_PolygonEnd();
5975 #endif
5976                                         // this calculates the right vector from the shortest edge
5977                                         // and the up vector from the edge midpoints
5978                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5979                                         VectorNormalize(right);
5980                                         VectorSubtract(end, start, up);
5981                                         VectorNormalize(up);
5982                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5983                                         VectorSubtract(rsurface.modelorg, center, forward);
5984                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5985                                         VectorNegate(forward, forward);
5986                                         VectorReflect(forward, 0, up, forward);
5987                                         VectorNormalize(forward);
5988                                         CrossProduct(up, forward, newright);
5989                                         VectorNormalize(newright);
5990 #if 0
5991                                         Debug_PolygonBegin(NULL, 0);
5992                                         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);
5993                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5994                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5995                                         Debug_PolygonEnd();
5996 #endif
5997 #if 0
5998                                         Debug_PolygonBegin(NULL, 0);
5999                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6000                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6001                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6002                                         Debug_PolygonEnd();
6003 #endif
6004                                         // rotate the quad around the up axis vector, this is made
6005                                         // especially easy by the fact we know the quad is flat,
6006                                         // so we only have to subtract the center position and
6007                                         // measure distance along the right vector, and then
6008                                         // multiply that by the newright vector and add back the
6009                                         // center position
6010                                         // we also need to subtract the old position to undo the
6011                                         // displacement from the center, which we do with a
6012                                         // DotProduct, the subtraction/addition of center is also
6013                                         // optimized into DotProducts here
6014                                         l = DotProduct(right, center);
6015                                         for (i = 0;i < 4;i++)
6016                                         {
6017                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6018                                                 f = DotProduct(right, v1) - l;
6019                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6020                                         }
6021                                 }
6022                                 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);
6023                                 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);
6024                         }
6025                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6026                         rsurface.vertex3f_bufferobject = 0;
6027                         rsurface.vertex3f_bufferoffset = 0;
6028                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6029                         rsurface.svector3f_bufferobject = 0;
6030                         rsurface.svector3f_bufferoffset = 0;
6031                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6032                         rsurface.tvector3f_bufferobject = 0;
6033                         rsurface.tvector3f_bufferoffset = 0;
6034                         rsurface.normal3f = rsurface.array_deformednormal3f;
6035                         rsurface.normal3f_bufferobject = 0;
6036                         rsurface.normal3f_bufferoffset = 0;
6037                         break;
6038                 case Q3DEFORM_NORMAL:
6039                         // deform the normals to make reflections wavey
6040                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6041                         {
6042                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6043                                 for (j = 0;j < surface->num_vertices;j++)
6044                                 {
6045                                         float vertex[3];
6046                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6047                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6048                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6049                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6050                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6051                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6052                                         VectorNormalize(normal);
6053                                 }
6054                                 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);
6055                         }
6056                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6057                         rsurface.svector3f_bufferobject = 0;
6058                         rsurface.svector3f_bufferoffset = 0;
6059                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6060                         rsurface.tvector3f_bufferobject = 0;
6061                         rsurface.tvector3f_bufferoffset = 0;
6062                         rsurface.normal3f = rsurface.array_deformednormal3f;
6063                         rsurface.normal3f_bufferobject = 0;
6064                         rsurface.normal3f_bufferoffset = 0;
6065                         break;
6066                 case Q3DEFORM_WAVE:
6067                         // deform vertex array to make wavey water and flags and such
6068                         waveparms[0] = deform->waveparms[0];
6069                         waveparms[1] = deform->waveparms[1];
6070                         waveparms[2] = deform->waveparms[2];
6071                         waveparms[3] = deform->waveparms[3];
6072                         // this is how a divisor of vertex influence on deformation
6073                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6074                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6075                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6076                         {
6077                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6078                                 for (j = 0;j < surface->num_vertices;j++)
6079                                 {
6080                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6081                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6082                                         // if the wavefunc depends on time, evaluate it per-vertex
6083                                         if (waveparms[3])
6084                                         {
6085                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6086                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6087                                         }
6088                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6089                                 }
6090                         }
6091                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6092                         rsurface.vertex3f_bufferobject = 0;
6093                         rsurface.vertex3f_bufferoffset = 0;
6094                         break;
6095                 case Q3DEFORM_BULGE:
6096                         // deform vertex array to make the surface have moving bulges
6097                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6098                         {
6099                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6100                                 for (j = 0;j < surface->num_vertices;j++)
6101                                 {
6102                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6103                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6104                                 }
6105                         }
6106                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6107                         rsurface.vertex3f_bufferobject = 0;
6108                         rsurface.vertex3f_bufferoffset = 0;
6109                         break;
6110                 case Q3DEFORM_MOVE:
6111                         // deform vertex array
6112                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6113                         VectorScale(deform->parms, scale, waveparms);
6114                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6115                         {
6116                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6117                                 for (j = 0;j < surface->num_vertices;j++)
6118                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6119                         }
6120                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6121                         rsurface.vertex3f_bufferobject = 0;
6122                         rsurface.vertex3f_bufferoffset = 0;
6123                         break;
6124                 }
6125         }
6126         // generate texcoords based on the chosen texcoord source
6127         switch(rsurface.texture->tcgen.tcgen)
6128         {
6129         default:
6130         case Q3TCGEN_TEXTURE:
6131                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6132                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6133                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6134                 break;
6135         case Q3TCGEN_LIGHTMAP:
6136                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6137                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6138                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6139                 break;
6140         case Q3TCGEN_VECTOR:
6141                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6142                 {
6143                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6144                         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)
6145                         {
6146                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6147                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6148                         }
6149                 }
6150                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6151                 rsurface.texcoordtexture2f_bufferobject  = 0;
6152                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6153                 break;
6154         case Q3TCGEN_ENVIRONMENT:
6155                 // make environment reflections using a spheremap
6156                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6157                 {
6158                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6159                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6160                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6161                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6162                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6163                         {
6164                                 // identical to Q3A's method, but executed in worldspace so
6165                                 // carried models can be shiny too
6166
6167                                 float viewer[3], d, reflected[3], worldreflected[3];
6168
6169                                 VectorSubtract(rsurface.modelorg, vertex, viewer);
6170                                 // VectorNormalize(viewer);
6171
6172                                 d = DotProduct(normal, viewer);
6173
6174                                 reflected[0] = normal[0]*2*d - viewer[0];
6175                                 reflected[1] = normal[1]*2*d - viewer[1];
6176                                 reflected[2] = normal[2]*2*d - viewer[2];
6177                                 // note: this is proportinal to viewer, so we can normalize later
6178
6179                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6180                                 VectorNormalize(worldreflected);
6181
6182                                 // note: this sphere map only uses world x and z!
6183                                 // so positive and negative y will LOOK THE SAME.
6184                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6185                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6186                         }
6187                 }
6188                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6189                 rsurface.texcoordtexture2f_bufferobject  = 0;
6190                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6191                 break;
6192         }
6193         // the only tcmod that needs software vertex processing is turbulent, so
6194         // check for it here and apply the changes if needed
6195         // and we only support that as the first one
6196         // (handling a mixture of turbulent and other tcmods would be problematic
6197         //  without punting it entirely to a software path)
6198         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6199         {
6200                 amplitude = rsurface.texture->tcmods[0].parms[1];
6201                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6202                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6203                 {
6204                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6205                         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)
6206                         {
6207                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6208                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6209                         }
6210                 }
6211                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6212                 rsurface.texcoordtexture2f_bufferobject  = 0;
6213                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6214         }
6215         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6216         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6217         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6218         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6219 }
6220
6221 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6222 {
6223         int i, j;
6224         const msurface_t *surface = texturesurfacelist[0];
6225         const msurface_t *surface2;
6226         int firstvertex;
6227         int endvertex;
6228         int numvertices;
6229         int numtriangles;
6230         // TODO: lock all array ranges before render, rather than on each surface
6231         if (texturenumsurfaces == 1)
6232         {
6233                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6234                 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);
6235         }
6236         else if (r_batchmode.integer == 2)
6237         {
6238                 #define MAXBATCHTRIANGLES 4096
6239                 int batchtriangles = 0;
6240                 int batchelements[MAXBATCHTRIANGLES*3];
6241                 for (i = 0;i < texturenumsurfaces;i = j)
6242                 {
6243                         surface = texturesurfacelist[i];
6244                         j = i + 1;
6245                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6246                         {
6247                                 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);
6248                                 continue;
6249                         }
6250                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6251                         batchtriangles = surface->num_triangles;
6252                         firstvertex = surface->num_firstvertex;
6253                         endvertex = surface->num_firstvertex + surface->num_vertices;
6254                         for (;j < texturenumsurfaces;j++)
6255                         {
6256                                 surface2 = texturesurfacelist[j];
6257                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6258                                         break;
6259                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6260                                 batchtriangles += surface2->num_triangles;
6261                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6262                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6263                         }
6264                         surface2 = texturesurfacelist[j-1];
6265                         numvertices = endvertex - firstvertex;
6266                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6267                 }
6268         }
6269         else if (r_batchmode.integer == 1)
6270         {
6271                 for (i = 0;i < texturenumsurfaces;i = j)
6272                 {
6273                         surface = texturesurfacelist[i];
6274                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6275                                 if (texturesurfacelist[j] != surface2)
6276                                         break;
6277                         surface2 = texturesurfacelist[j-1];
6278                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6279                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6280                         GL_LockArrays(surface->num_firstvertex, numvertices);
6281                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6282                 }
6283         }
6284         else
6285         {
6286                 for (i = 0;i < texturenumsurfaces;i++)
6287                 {
6288                         surface = texturesurfacelist[i];
6289                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6290                         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);
6291                 }
6292         }
6293 }
6294
6295 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6296 {
6297         int i, planeindex, vertexindex;
6298         float d, bestd;
6299         vec3_t vert;
6300         const float *v;
6301         r_waterstate_waterplane_t *p, *bestp;
6302         msurface_t *surface;
6303         if (r_waterstate.renderingscene)
6304                 return;
6305         for (i = 0;i < texturenumsurfaces;i++)
6306         {
6307                 surface = texturesurfacelist[i];
6308                 if (lightmaptexunit >= 0)
6309                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6310                 if (deluxemaptexunit >= 0)
6311                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6312                 // pick the closest matching water plane
6313                 bestd = 0;
6314                 bestp = NULL;
6315                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6316                 {
6317                         d = 0;
6318                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6319                         {
6320                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6321                                 d += fabs(PlaneDiff(vert, &p->plane));
6322                         }
6323                         if (bestd > d || !bestp)
6324                         {
6325                                 bestd = d;
6326                                 bestp = p;
6327                         }
6328                 }
6329                 if (bestp)
6330                 {
6331                         if (refractiontexunit >= 0)
6332                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6333                         if (reflectiontexunit >= 0)
6334                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6335                 }
6336                 else
6337                 {
6338                         if (refractiontexunit >= 0)
6339                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6340                         if (reflectiontexunit >= 0)
6341                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6342                 }
6343                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6344                 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);
6345         }
6346 }
6347
6348 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6349 {
6350         int i;
6351         int j;
6352         const msurface_t *surface = texturesurfacelist[0];
6353         const msurface_t *surface2;
6354         int firstvertex;
6355         int endvertex;
6356         int numvertices;
6357         int numtriangles;
6358         // TODO: lock all array ranges before render, rather than on each surface
6359         if (texturenumsurfaces == 1)
6360         {
6361                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6362                 if (deluxemaptexunit >= 0)
6363                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6364                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6365                 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);
6366         }
6367         else if (r_batchmode.integer == 2)
6368         {
6369                 #define MAXBATCHTRIANGLES 4096
6370                 int batchtriangles = 0;
6371                 int batchelements[MAXBATCHTRIANGLES*3];
6372                 for (i = 0;i < texturenumsurfaces;i = j)
6373                 {
6374                         surface = texturesurfacelist[i];
6375                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6376                         if (deluxemaptexunit >= 0)
6377                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6378                         j = i + 1;
6379                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6380                         {
6381                                 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);
6382                                 continue;
6383                         }
6384                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6385                         batchtriangles = surface->num_triangles;
6386                         firstvertex = surface->num_firstvertex;
6387                         endvertex = surface->num_firstvertex + surface->num_vertices;
6388                         for (;j < texturenumsurfaces;j++)
6389                         {
6390                                 surface2 = texturesurfacelist[j];
6391                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6392                                         break;
6393                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6394                                 batchtriangles += surface2->num_triangles;
6395                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6396                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6397                         }
6398                         surface2 = texturesurfacelist[j-1];
6399                         numvertices = endvertex - firstvertex;
6400                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6401                 }
6402         }
6403         else if (r_batchmode.integer == 1)
6404         {
6405 #if 0
6406                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6407                 for (i = 0;i < texturenumsurfaces;i = j)
6408                 {
6409                         surface = texturesurfacelist[i];
6410                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6411                                 if (texturesurfacelist[j] != surface2)
6412                                         break;
6413                         Con_Printf(" %i", j - i);
6414                 }
6415                 Con_Printf("\n");
6416                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6417 #endif
6418                 for (i = 0;i < texturenumsurfaces;i = j)
6419                 {
6420                         surface = texturesurfacelist[i];
6421                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6422                         if (deluxemaptexunit >= 0)
6423                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6424                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6425                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6426                                         break;
6427 #if 0
6428                         Con_Printf(" %i", j - i);
6429 #endif
6430                         surface2 = texturesurfacelist[j-1];
6431                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6432                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6433                         GL_LockArrays(surface->num_firstvertex, numvertices);
6434                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6435                 }
6436 #if 0
6437                 Con_Printf("\n");
6438 #endif
6439         }
6440         else
6441         {
6442                 for (i = 0;i < texturenumsurfaces;i++)
6443                 {
6444                         surface = texturesurfacelist[i];
6445                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6446                         if (deluxemaptexunit >= 0)
6447                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6448                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6449                         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);
6450                 }
6451         }
6452 }
6453
6454 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6455 {
6456         int j;
6457         int texturesurfaceindex;
6458         if (r_showsurfaces.integer == 2)
6459         {
6460                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6461                 {
6462                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6463                         for (j = 0;j < surface->num_triangles;j++)
6464                         {
6465                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6466                                 GL_Color(f, f, f, 1);
6467                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6468                         }
6469                 }
6470         }
6471         else
6472         {
6473                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6474                 {
6475                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6476                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
6477                         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);
6478                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6479                         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);
6480                 }
6481         }
6482 }
6483
6484 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6485 {
6486         int texturesurfaceindex;
6487         int i;
6488         float *v, *c2;
6489         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6490         {
6491                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6492                 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)
6493                 {
6494                         c2[0] = 0.5;
6495                         c2[1] = 0.5;
6496                         c2[2] = 0.5;
6497                         c2[3] = 1;
6498                 }
6499         }
6500         rsurface.lightmapcolor4f = rsurface.array_color4f;
6501         rsurface.lightmapcolor4f_bufferobject = 0;
6502         rsurface.lightmapcolor4f_bufferoffset = 0;
6503 }
6504
6505 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6506 {
6507         int texturesurfaceindex;
6508         int i;
6509         float f;
6510         float *v, *c, *c2;
6511         if (rsurface.lightmapcolor4f)
6512         {
6513                 // generate color arrays for the surfaces in this list
6514                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6515                 {
6516                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6517                         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)
6518                         {
6519                                 f = FogPoint_Model(v);
6520                                 c2[0] = c[0] * f;
6521                                 c2[1] = c[1] * f;
6522                                 c2[2] = c[2] * f;
6523                                 c2[3] = c[3];
6524                         }
6525                 }
6526         }
6527         else
6528         {
6529                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6530                 {
6531                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6532                         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)
6533                         {
6534                                 f = FogPoint_Model(v);
6535                                 c2[0] = f;
6536                                 c2[1] = f;
6537                                 c2[2] = f;
6538                                 c2[3] = 1;
6539                         }
6540                 }
6541         }
6542         rsurface.lightmapcolor4f = rsurface.array_color4f;
6543         rsurface.lightmapcolor4f_bufferobject = 0;
6544         rsurface.lightmapcolor4f_bufferoffset = 0;
6545 }
6546
6547 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6548 {
6549         int texturesurfaceindex;
6550         int i;
6551         float f;
6552         float *v, *c, *c2;
6553         if (!rsurface.lightmapcolor4f)
6554                 return;
6555         // generate color arrays for the surfaces in this list
6556         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6557         {
6558                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6559                 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)
6560                 {
6561                         f = FogPoint_Model(v);
6562                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6563                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6564                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6565                         c2[3] = c[3];
6566                 }
6567         }
6568         rsurface.lightmapcolor4f = rsurface.array_color4f;
6569         rsurface.lightmapcolor4f_bufferobject = 0;
6570         rsurface.lightmapcolor4f_bufferoffset = 0;
6571 }
6572
6573 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6574 {
6575         int texturesurfaceindex;
6576         int i;
6577         float *c, *c2;
6578         if (!rsurface.lightmapcolor4f)
6579                 return;
6580         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6581         {
6582                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6583                 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)
6584                 {
6585                         c2[0] = c[0] * r;
6586                         c2[1] = c[1] * g;
6587                         c2[2] = c[2] * b;
6588                         c2[3] = c[3] * a;
6589                 }
6590         }
6591         rsurface.lightmapcolor4f = rsurface.array_color4f;
6592         rsurface.lightmapcolor4f_bufferobject = 0;
6593         rsurface.lightmapcolor4f_bufferoffset = 0;
6594 }
6595
6596 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6597 {
6598         int texturesurfaceindex;
6599         int i;
6600         float *c, *c2;
6601         if (!rsurface.lightmapcolor4f)
6602                 return;
6603         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6604         {
6605                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6606                 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)
6607                 {
6608                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6609                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6610                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6611                         c2[3] = c[3];
6612                 }
6613         }
6614         rsurface.lightmapcolor4f = rsurface.array_color4f;
6615         rsurface.lightmapcolor4f_bufferobject = 0;
6616         rsurface.lightmapcolor4f_bufferoffset = 0;
6617 }
6618
6619 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6620 {
6621         // TODO: optimize
6622         rsurface.lightmapcolor4f = NULL;
6623         rsurface.lightmapcolor4f_bufferobject = 0;
6624         rsurface.lightmapcolor4f_bufferoffset = 0;
6625         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6626         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6627         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6628         GL_Color(r, g, b, a);
6629         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6630 }
6631
6632 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6633 {
6634         // TODO: optimize applyfog && applycolor case
6635         // just apply fog if necessary, and tint the fog color array if necessary
6636         rsurface.lightmapcolor4f = NULL;
6637         rsurface.lightmapcolor4f_bufferobject = 0;
6638         rsurface.lightmapcolor4f_bufferoffset = 0;
6639         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6640         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6641         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6642         GL_Color(r, g, b, a);
6643         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6644 }
6645
6646 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6647 {
6648         int texturesurfaceindex;
6649         int i;
6650         float *c;
6651         // TODO: optimize
6652         if (texturesurfacelist[0]->lightmapinfo)
6653         {
6654                 // generate color arrays for the surfaces in this list
6655                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6656                 {
6657                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6658                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6659                         {
6660                                 if (surface->lightmapinfo->samples)
6661                                 {
6662                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6663                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6664                                         VectorScale(lm, scale, c);
6665                                         if (surface->lightmapinfo->styles[1] != 255)
6666                                         {
6667                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6668                                                 lm += size3;
6669                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6670                                                 VectorMA(c, scale, lm, c);
6671                                                 if (surface->lightmapinfo->styles[2] != 255)
6672                                                 {
6673                                                         lm += size3;
6674                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6675                                                         VectorMA(c, scale, lm, c);
6676                                                         if (surface->lightmapinfo->styles[3] != 255)
6677                                                         {
6678                                                                 lm += size3;
6679                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6680                                                                 VectorMA(c, scale, lm, c);
6681                                                         }
6682                                                 }
6683                                         }
6684                                 }
6685                                 else
6686                                         VectorClear(c);
6687                                 c[3] = 1;
6688                         }
6689                 }
6690                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6691                 rsurface.lightmapcolor4f_bufferobject = 0;
6692                 rsurface.lightmapcolor4f_bufferoffset = 0;
6693         }
6694         else
6695         {
6696                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6697                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6698                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6699         }
6700         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6701         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6702         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6703         GL_Color(r, g, b, a);
6704         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6705 }
6706
6707 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6708 {
6709         int texturesurfaceindex;
6710         int i;
6711         float f;
6712         float *v, *c, *c2, alpha;
6713         vec3_t ambientcolor;
6714         vec3_t diffusecolor;
6715         vec3_t lightdir;
6716         // TODO: optimize
6717         // model lighting
6718         VectorCopy(rsurface.modellight_lightdir, lightdir);
6719         f = 0.5f * r_refdef.lightmapintensity;
6720         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6721         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6722         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6723         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6724         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6725         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6726         alpha = *a;
6727         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6728         {
6729                 // generate color arrays for the surfaces in this list
6730                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6731                 {
6732                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6733                         int numverts = surface->num_vertices;
6734                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6735                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6736                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6737                         // q3-style directional shading
6738                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6739                         {
6740                                 if ((f = DotProduct(c2, lightdir)) > 0)
6741                                         VectorMA(ambientcolor, f, diffusecolor, c);
6742                                 else
6743                                         VectorCopy(ambientcolor, c);
6744                                 c[3] = alpha;
6745                         }
6746                 }
6747                 *r = 1;
6748                 *g = 1;
6749                 *b = 1;
6750                 *a = 1;
6751                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6752                 rsurface.lightmapcolor4f_bufferobject = 0;
6753                 rsurface.lightmapcolor4f_bufferoffset = 0;
6754                 *applycolor = false;
6755         }
6756         else
6757         {
6758                 *r = ambientcolor[0];
6759                 *g = ambientcolor[1];
6760                 *b = ambientcolor[2];
6761                 rsurface.lightmapcolor4f = NULL;
6762                 rsurface.lightmapcolor4f_bufferobject = 0;
6763                 rsurface.lightmapcolor4f_bufferoffset = 0;
6764         }
6765 }
6766
6767 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6768 {
6769         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6770         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6771         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6772         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6773         GL_Color(r, g, b, a);
6774         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6775 }
6776
6777 void RSurf_SetupDepthAndCulling(void)
6778 {
6779         // submodels are biased to avoid z-fighting with world surfaces that they
6780         // may be exactly overlapping (avoids z-fighting artifacts on certain
6781         // doors and things in Quake maps)
6782         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6783         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6784         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6785         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6786 }
6787
6788 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6789 {
6790         // transparent sky would be ridiculous
6791         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6792                 return;
6793         R_SetupGenericShader(false);
6794         if (skyrendernow)
6795         {
6796                 skyrendernow = false;
6797                 // we have to force off the water clipping plane while rendering sky
6798                 R_SetupView(false);
6799                 R_Sky();
6800                 R_SetupView(true);
6801                 // restore entity matrix
6802                 R_Mesh_Matrix(&rsurface.matrix);
6803         }
6804         RSurf_SetupDepthAndCulling();
6805         GL_DepthMask(true);
6806         // LordHavoc: HalfLife maps have freaky skypolys so don't use
6807         // skymasking on them, and Quake3 never did sky masking (unlike
6808         // software Quake and software Quake2), so disable the sky masking
6809         // in Quake3 maps as it causes problems with q3map2 sky tricks,
6810         // and skymasking also looks very bad when noclipping outside the
6811         // level, so don't use it then either.
6812         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6813         {
6814                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6815                 R_Mesh_ColorPointer(NULL, 0, 0);
6816                 R_Mesh_ResetTextureState();
6817                 if (skyrendermasked)
6818                 {
6819                         R_SetupDepthOrShadowShader();
6820                         // depth-only (masking)
6821                         GL_ColorMask(0,0,0,0);
6822                         // just to make sure that braindead drivers don't draw
6823                         // anything despite that colormask...
6824                         GL_BlendFunc(GL_ZERO, GL_ONE);
6825                 }
6826                 else
6827                 {
6828                         R_SetupGenericShader(false);
6829                         // fog sky
6830                         GL_BlendFunc(GL_ONE, GL_ZERO);
6831                 }
6832                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6833                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6834                 if (skyrendermasked)
6835                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6836         }
6837         R_Mesh_ResetTextureState();
6838         GL_Color(1, 1, 1, 1);
6839 }
6840
6841 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6842 {
6843         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6844                 return;
6845
6846         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6847         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6848         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6849         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6850         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6851         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6852         if (rsurface.texture->backgroundcurrentskinframe)
6853         {
6854                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6855                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6856                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6857                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6858         }
6859         if(rsurface.texture->colormapping)
6860         {
6861                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6862                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6863         }
6864         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6865         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6866                 R_Mesh_ColorPointer(NULL, 0, 0);
6867         else
6868                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6869
6870         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6871         {
6872                 // render background
6873                 GL_BlendFunc(GL_ONE, GL_ZERO);
6874                 GL_DepthMask(true);
6875                 GL_AlphaTest(false);
6876
6877                 GL_Color(1, 1, 1, 1);
6878                 R_Mesh_ColorPointer(NULL, 0, 0);
6879
6880                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6881                 if (r_glsl_permutation)
6882                 {
6883                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6884                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6885                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6886                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6887                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6888                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6889                         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);
6890                 }
6891                 GL_LockArrays(0, 0);
6892
6893                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6894                 GL_DepthMask(false);
6895                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6896                         R_Mesh_ColorPointer(NULL, 0, 0);
6897                 else
6898                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6899                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6900                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6901         }
6902
6903         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6904         if (!r_glsl_permutation)
6905                 return;
6906
6907         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6908         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6909         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6910         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6911         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6912         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6913
6914         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6915         {
6916                 GL_BlendFunc(GL_ONE, GL_ZERO);
6917                 GL_DepthMask(true);
6918                 GL_AlphaTest(false);
6919         }
6920         else
6921         {
6922                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6923                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6924                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6925         }
6926
6927         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6928         {
6929                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6930                         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);
6931                 else
6932                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6933         }
6934         else
6935         {
6936                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6937                         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);
6938                 else
6939                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6940         }
6941         GL_LockArrays(0, 0);
6942 }
6943
6944 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6945 {
6946         // OpenGL 1.3 path - anything not completely ancient
6947         int texturesurfaceindex;
6948         qboolean applycolor;
6949         qboolean applyfog;
6950         rmeshstate_t m;
6951         int layerindex;
6952         const texturelayer_t *layer;
6953         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6954
6955         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6956         {
6957                 vec4_t layercolor;
6958                 int layertexrgbscale;
6959                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6960                 {
6961                         if (layerindex == 0)
6962                                 GL_AlphaTest(true);
6963                         else
6964                         {
6965                                 GL_AlphaTest(false);
6966                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6967                         }
6968                 }
6969                 GL_DepthMask(layer->depthmask && writedepth);
6970                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6971                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6972                 {
6973                         layertexrgbscale = 4;
6974                         VectorScale(layer->color, 0.25f, layercolor);
6975                 }
6976                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6977                 {
6978                         layertexrgbscale = 2;
6979                         VectorScale(layer->color, 0.5f, layercolor);
6980                 }
6981                 else
6982                 {
6983                         layertexrgbscale = 1;
6984                         VectorScale(layer->color, 1.0f, layercolor);
6985                 }
6986                 layercolor[3] = layer->color[3];
6987                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6988                 R_Mesh_ColorPointer(NULL, 0, 0);
6989                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6990                 switch (layer->type)
6991                 {
6992                 case TEXTURELAYERTYPE_LITTEXTURE:
6993                         memset(&m, 0, sizeof(m));
6994                         m.tex[0] = R_GetTexture(r_texture_white);
6995                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6996                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6997                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6998                         m.tex[1] = R_GetTexture(layer->texture);
6999                         m.texmatrix[1] = layer->texmatrix;
7000                         m.texrgbscale[1] = layertexrgbscale;
7001                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7002                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7003                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7004                         R_Mesh_TextureState(&m);
7005                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7006                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7007                         else if (rsurface.uselightmaptexture)
7008                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7009                         else
7010                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7011                         break;
7012                 case TEXTURELAYERTYPE_TEXTURE:
7013                         memset(&m, 0, sizeof(m));
7014                         m.tex[0] = R_GetTexture(layer->texture);
7015                         m.texmatrix[0] = layer->texmatrix;
7016                         m.texrgbscale[0] = layertexrgbscale;
7017                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7018                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7019                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7020                         R_Mesh_TextureState(&m);
7021                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7022                         break;
7023                 case TEXTURELAYERTYPE_FOG:
7024                         memset(&m, 0, sizeof(m));
7025                         m.texrgbscale[0] = layertexrgbscale;
7026                         if (layer->texture)
7027                         {
7028                                 m.tex[0] = R_GetTexture(layer->texture);
7029                                 m.texmatrix[0] = layer->texmatrix;
7030                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7031                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7032                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7033                         }
7034                         R_Mesh_TextureState(&m);
7035                         // generate a color array for the fog pass
7036                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7037                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7038                         {
7039                                 int i;
7040                                 float f, *v, *c;
7041                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7042                                 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)
7043                                 {
7044                                         f = 1 - FogPoint_Model(v);
7045                                         c[0] = layercolor[0];
7046                                         c[1] = layercolor[1];
7047                                         c[2] = layercolor[2];
7048                                         c[3] = f * layercolor[3];
7049                                 }
7050                         }
7051                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7052                         break;
7053                 default:
7054                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7055                 }
7056                 GL_LockArrays(0, 0);
7057         }
7058         CHECKGLERROR
7059         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7060         {
7061                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7062                 GL_AlphaTest(false);
7063         }
7064 }
7065
7066 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7067 {
7068         // OpenGL 1.1 - crusty old voodoo path
7069         int texturesurfaceindex;
7070         qboolean applyfog;
7071         rmeshstate_t m;
7072         int layerindex;
7073         const texturelayer_t *layer;
7074         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7075
7076         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7077         {
7078                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7079                 {
7080                         if (layerindex == 0)
7081                                 GL_AlphaTest(true);
7082                         else
7083                         {
7084                                 GL_AlphaTest(false);
7085                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7086                         }
7087                 }
7088                 GL_DepthMask(layer->depthmask && writedepth);
7089                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7090                 R_Mesh_ColorPointer(NULL, 0, 0);
7091                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7092                 switch (layer->type)
7093                 {
7094                 case TEXTURELAYERTYPE_LITTEXTURE:
7095                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7096                         {
7097                                 // two-pass lit texture with 2x rgbscale
7098                                 // first the lightmap pass
7099                                 memset(&m, 0, sizeof(m));
7100                                 m.tex[0] = R_GetTexture(r_texture_white);
7101                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7102                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7103                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7104                                 R_Mesh_TextureState(&m);
7105                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7106                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7107                                 else if (rsurface.uselightmaptexture)
7108                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7109                                 else
7110                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7111                                 GL_LockArrays(0, 0);
7112                                 // then apply the texture to it
7113                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7114                                 memset(&m, 0, sizeof(m));
7115                                 m.tex[0] = R_GetTexture(layer->texture);
7116                                 m.texmatrix[0] = layer->texmatrix;
7117                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7118                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7119                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7120                                 R_Mesh_TextureState(&m);
7121                                 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);
7122                         }
7123                         else
7124                         {
7125                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7126                                 memset(&m, 0, sizeof(m));
7127                                 m.tex[0] = R_GetTexture(layer->texture);
7128                                 m.texmatrix[0] = layer->texmatrix;
7129                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7130                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7131                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7132                                 R_Mesh_TextureState(&m);
7133                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7134                                         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);
7135                                 else
7136                                         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);
7137                         }
7138                         break;
7139                 case TEXTURELAYERTYPE_TEXTURE:
7140                         // singletexture unlit texture with transparency support
7141                         memset(&m, 0, sizeof(m));
7142                         m.tex[0] = R_GetTexture(layer->texture);
7143                         m.texmatrix[0] = layer->texmatrix;
7144                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7145                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7146                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7147                         R_Mesh_TextureState(&m);
7148                         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);
7149                         break;
7150                 case TEXTURELAYERTYPE_FOG:
7151                         // singletexture fogging
7152                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7153                         if (layer->texture)
7154                         {
7155                                 memset(&m, 0, sizeof(m));
7156                                 m.tex[0] = R_GetTexture(layer->texture);
7157                                 m.texmatrix[0] = layer->texmatrix;
7158                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7159                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7160                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7161                                 R_Mesh_TextureState(&m);
7162                         }
7163                         else
7164                                 R_Mesh_ResetTextureState();
7165                         // generate a color array for the fog pass
7166                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7167                         {
7168                                 int i;
7169                                 float f, *v, *c;
7170                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7171                                 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)
7172                                 {
7173                                         f = 1 - FogPoint_Model(v);
7174                                         c[0] = layer->color[0];
7175                                         c[1] = layer->color[1];
7176                                         c[2] = layer->color[2];
7177                                         c[3] = f * layer->color[3];
7178                                 }
7179                         }
7180                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7181                         break;
7182                 default:
7183                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7184                 }
7185                 GL_LockArrays(0, 0);
7186         }
7187         CHECKGLERROR
7188         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7189         {
7190                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7191                 GL_AlphaTest(false);
7192         }
7193 }
7194
7195 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7196 {
7197         float c[4];
7198
7199         GL_AlphaTest(false);
7200         R_Mesh_ColorPointer(NULL, 0, 0);
7201         R_Mesh_ResetTextureState();
7202         R_SetupGenericShader(false);
7203
7204         if(rsurface.texture && rsurface.texture->currentskinframe)
7205         {
7206                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7207                 c[3] *= rsurface.texture->currentalpha;
7208         }
7209         else
7210         {
7211                 c[0] = 1;
7212                 c[1] = 0;
7213                 c[2] = 1;
7214                 c[3] = 1;
7215         }
7216
7217         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7218         {
7219                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7220                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7221                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7222         }
7223
7224         // brighten it up (as texture value 127 means "unlit")
7225         c[0] *= 2 * r_refdef.view.colorscale;
7226         c[1] *= 2 * r_refdef.view.colorscale;
7227         c[2] *= 2 * r_refdef.view.colorscale;
7228
7229         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7230                 c[3] *= r_wateralpha.value;
7231
7232         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7233         {
7234                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7235                 GL_DepthMask(false);
7236         }
7237         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7238         {
7239                 GL_BlendFunc(GL_ONE, GL_ONE);
7240                 GL_DepthMask(false);
7241         }
7242         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7243         {
7244                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7245                 GL_DepthMask(false);
7246         }
7247         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7248         {
7249                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7250                 GL_DepthMask(false);
7251         }
7252         else
7253         {
7254                 GL_BlendFunc(GL_ONE, GL_ZERO);
7255                 GL_DepthMask(writedepth);
7256         }
7257
7258         rsurface.lightmapcolor4f = NULL;
7259
7260         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7261         {
7262                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7263
7264                 rsurface.lightmapcolor4f = NULL;
7265                 rsurface.lightmapcolor4f_bufferobject = 0;
7266                 rsurface.lightmapcolor4f_bufferoffset = 0;
7267         }
7268         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7269         {
7270                 qboolean applycolor = true;
7271                 float one = 1.0;
7272
7273                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7274
7275                 r_refdef.lightmapintensity = 1;
7276                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7277                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7278         }
7279         else
7280         {
7281                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7282
7283                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7284                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7285                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7286         }
7287
7288         if(!rsurface.lightmapcolor4f)
7289                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7290
7291         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7292         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7293         if(r_refdef.fogenabled)
7294                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7295
7296         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7297         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7298 }
7299
7300 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7301 {
7302         CHECKGLERROR
7303         RSurf_SetupDepthAndCulling();
7304         if (r_showsurfaces.integer == 3)
7305                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7306         else if (r_glsl.integer && gl_support_fragment_shader)
7307                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7308         else if (gl_combine.integer && r_textureunits.integer >= 2)
7309                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7310         else
7311                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7312         CHECKGLERROR
7313 }
7314
7315 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7316 {
7317         CHECKGLERROR
7318         RSurf_SetupDepthAndCulling();
7319         if (r_showsurfaces.integer == 3)
7320                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7321         else if (r_glsl.integer && gl_support_fragment_shader)
7322                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7323         else if (gl_combine.integer && r_textureunits.integer >= 2)
7324                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7325         else
7326                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7327         CHECKGLERROR
7328 }
7329
7330 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7331 {
7332         int i, j;
7333         int texturenumsurfaces, endsurface;
7334         texture_t *texture;
7335         msurface_t *surface;
7336         msurface_t *texturesurfacelist[1024];
7337
7338         // if the model is static it doesn't matter what value we give for
7339         // wantnormals and wanttangents, so this logic uses only rules applicable
7340         // to a model, knowing that they are meaningless otherwise
7341         if (ent == r_refdef.scene.worldentity)
7342                 RSurf_ActiveWorldEntity();
7343         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7344                 RSurf_ActiveModelEntity(ent, false, false);
7345         else
7346                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7347
7348         for (i = 0;i < numsurfaces;i = j)
7349         {
7350                 j = i + 1;
7351                 surface = rsurface.modelsurfaces + surfacelist[i];
7352                 texture = surface->texture;
7353                 rsurface.texture = R_GetCurrentTexture(texture);
7354                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7355                 // scan ahead until we find a different texture
7356                 endsurface = min(i + 1024, numsurfaces);
7357                 texturenumsurfaces = 0;
7358                 texturesurfacelist[texturenumsurfaces++] = surface;
7359                 for (;j < endsurface;j++)
7360                 {
7361                         surface = rsurface.modelsurfaces + surfacelist[j];
7362                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7363                                 break;
7364                         texturesurfacelist[texturenumsurfaces++] = surface;
7365                 }
7366                 // render the range of surfaces
7367                 if (ent == r_refdef.scene.worldentity)
7368                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7369                 else
7370                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7371         }
7372         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7373         GL_AlphaTest(false);
7374 }
7375
7376 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7377 {
7378         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7379         CHECKGLERROR
7380         if (depthonly)
7381         {
7382                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7383                         return;
7384                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7385                         return;
7386                 RSurf_SetupDepthAndCulling();
7387                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7388                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7389         }
7390         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7391         {
7392                 RSurf_SetupDepthAndCulling();
7393                 GL_AlphaTest(false);
7394                 R_Mesh_ColorPointer(NULL, 0, 0);
7395                 R_Mesh_ResetTextureState();
7396                 R_SetupGenericShader(false);
7397                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7398                 GL_DepthMask(true);
7399                 GL_BlendFunc(GL_ONE, GL_ZERO);
7400                 GL_Color(0, 0, 0, 1);
7401                 GL_DepthTest(writedepth);
7402                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7403         }
7404         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7405         {
7406                 RSurf_SetupDepthAndCulling();
7407                 GL_AlphaTest(false);
7408                 R_Mesh_ColorPointer(NULL, 0, 0);
7409                 R_Mesh_ResetTextureState();
7410                 R_SetupGenericShader(false);
7411                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7412                 GL_DepthMask(true);
7413                 GL_BlendFunc(GL_ONE, GL_ZERO);
7414                 GL_DepthTest(true);
7415                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7416         }
7417         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7418                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7419         else if (!rsurface.texture->currentnumlayers)
7420                 return;
7421         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7422         {
7423                 // transparent surfaces get pushed off into the transparent queue
7424                 int surfacelistindex;
7425                 const msurface_t *surface;
7426                 vec3_t tempcenter, center;
7427                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7428                 {
7429                         surface = texturesurfacelist[surfacelistindex];
7430                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7431                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7432                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7433                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7434                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7435                 }
7436         }
7437         else
7438         {
7439                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7440                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7441         }
7442         CHECKGLERROR
7443 }
7444
7445 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7446 {
7447         int i, j;
7448         texture_t *texture;
7449         // break the surface list down into batches by texture and use of lightmapping
7450         for (i = 0;i < numsurfaces;i = j)
7451         {
7452                 j = i + 1;
7453                 // texture is the base texture pointer, rsurface.texture is the
7454                 // current frame/skin the texture is directing us to use (for example
7455                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7456                 // use skin 1 instead)
7457                 texture = surfacelist[i]->texture;
7458                 rsurface.texture = R_GetCurrentTexture(texture);
7459                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7460                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7461                 {
7462                         // if this texture is not the kind we want, skip ahead to the next one
7463                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7464                                 ;
7465                         continue;
7466                 }
7467                 // simply scan ahead until we find a different texture or lightmap state
7468                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7469                         ;
7470                 // render the range of surfaces
7471                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7472         }
7473 }
7474
7475 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7476 {
7477         CHECKGLERROR
7478         if (depthonly)
7479         {
7480                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7481                         return;
7482                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7483                         return;
7484                 RSurf_SetupDepthAndCulling();
7485                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7486                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7487         }
7488         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7489         {
7490                 RSurf_SetupDepthAndCulling();
7491                 GL_AlphaTest(false);
7492                 R_Mesh_ColorPointer(NULL, 0, 0);
7493                 R_Mesh_ResetTextureState();
7494                 R_SetupGenericShader(false);
7495                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7496                 GL_DepthMask(true);
7497                 GL_BlendFunc(GL_ONE, GL_ZERO);
7498                 GL_Color(0, 0, 0, 1);
7499                 GL_DepthTest(writedepth);
7500                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7501         }
7502         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7503         {
7504                 RSurf_SetupDepthAndCulling();
7505                 GL_AlphaTest(false);
7506                 R_Mesh_ColorPointer(NULL, 0, 0);
7507                 R_Mesh_ResetTextureState();
7508                 R_SetupGenericShader(false);
7509                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7510                 GL_DepthMask(true);
7511                 GL_BlendFunc(GL_ONE, GL_ZERO);
7512                 GL_DepthTest(true);
7513                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7514         }
7515         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7516                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7517         else if (!rsurface.texture->currentnumlayers)
7518                 return;
7519         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7520         {
7521                 // transparent surfaces get pushed off into the transparent queue
7522                 int surfacelistindex;
7523                 const msurface_t *surface;
7524                 vec3_t tempcenter, center;
7525                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7526                 {
7527                         surface = texturesurfacelist[surfacelistindex];
7528                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7529                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7530                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7531                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7532                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7533                 }
7534         }
7535         else
7536         {
7537                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7538                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7539         }
7540         CHECKGLERROR
7541 }
7542
7543 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7544 {
7545         int i, j;
7546         texture_t *texture;
7547         // break the surface list down into batches by texture and use of lightmapping
7548         for (i = 0;i < numsurfaces;i = j)
7549         {
7550                 j = i + 1;
7551                 // texture is the base texture pointer, rsurface.texture is the
7552                 // current frame/skin the texture is directing us to use (for example
7553                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7554                 // use skin 1 instead)
7555                 texture = surfacelist[i]->texture;
7556                 rsurface.texture = R_GetCurrentTexture(texture);
7557                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7558                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7559                 {
7560                         // if this texture is not the kind we want, skip ahead to the next one
7561                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7562                                 ;
7563                         continue;
7564                 }
7565                 // simply scan ahead until we find a different texture or lightmap state
7566                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7567                         ;
7568                 // render the range of surfaces
7569                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7570         }
7571 }
7572
7573 float locboxvertex3f[6*4*3] =
7574 {
7575         1,0,1, 1,0,0, 1,1,0, 1,1,1,
7576         0,1,1, 0,1,0, 0,0,0, 0,0,1,
7577         1,1,1, 1,1,0, 0,1,0, 0,1,1,
7578         0,0,1, 0,0,0, 1,0,0, 1,0,1,
7579         0,0,1, 1,0,1, 1,1,1, 0,1,1,
7580         1,0,0, 0,0,0, 0,1,0, 1,1,0
7581 };
7582
7583 unsigned short locboxelements[6*2*3] =
7584 {
7585          0, 1, 2, 0, 2, 3,
7586          4, 5, 6, 4, 6, 7,
7587          8, 9,10, 8,10,11,
7588         12,13,14, 12,14,15,
7589         16,17,18, 16,18,19,
7590         20,21,22, 20,22,23
7591 };
7592
7593 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7594 {
7595         int i, j;
7596         cl_locnode_t *loc = (cl_locnode_t *)ent;
7597         vec3_t mins, size;
7598         float vertex3f[6*4*3];
7599         CHECKGLERROR
7600         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7601         GL_DepthMask(false);
7602         GL_DepthRange(0, 1);
7603         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7604         GL_DepthTest(true);
7605         GL_CullFace(GL_NONE);
7606         R_Mesh_Matrix(&identitymatrix);
7607
7608         R_Mesh_VertexPointer(vertex3f, 0, 0);
7609         R_Mesh_ColorPointer(NULL, 0, 0);
7610         R_Mesh_ResetTextureState();
7611         R_SetupGenericShader(false);
7612
7613         i = surfacelist[0];
7614         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7615                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7616                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7617                         surfacelist[0] < 0 ? 0.5f : 0.125f);
7618
7619         if (VectorCompare(loc->mins, loc->maxs))
7620         {
7621                 VectorSet(size, 2, 2, 2);
7622                 VectorMA(loc->mins, -0.5f, size, mins);
7623         }
7624         else
7625         {
7626                 VectorCopy(loc->mins, mins);
7627                 VectorSubtract(loc->maxs, loc->mins, size);
7628         }
7629
7630         for (i = 0;i < 6*4*3;)
7631                 for (j = 0;j < 3;j++, i++)
7632                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7633
7634         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7635 }
7636
7637 void R_DrawLocs(void)
7638 {
7639         int index;
7640         cl_locnode_t *loc, *nearestloc;
7641         vec3_t center;
7642         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7643         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7644         {
7645                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7646                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7647         }
7648 }
7649
7650 void R_DrawDebugModel(entity_render_t *ent)
7651 {
7652         int i, j, k, l, flagsmask;
7653         const int *elements;
7654         q3mbrush_t *brush;
7655         msurface_t *surface;
7656         dp_model_t *model = ent->model;
7657         vec3_t v;
7658
7659         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7660
7661         R_Mesh_ColorPointer(NULL, 0, 0);
7662         R_Mesh_ResetTextureState();
7663         R_SetupGenericShader(false);
7664         GL_DepthRange(0, 1);
7665         GL_DepthTest(!r_showdisabledepthtest.integer);
7666         GL_DepthMask(false);
7667         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7668
7669         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7670         {
7671                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7672                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7673                 {
7674                         if (brush->colbrushf && brush->colbrushf->numtriangles)
7675                         {
7676                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7677                                 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);
7678                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7679                         }
7680                 }
7681                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7682                 {
7683                         if (surface->num_collisiontriangles)
7684                         {
7685                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7686                                 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);
7687                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7688                         }
7689                 }
7690         }
7691
7692         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7693
7694         if (r_showtris.integer || r_shownormals.integer)
7695         {
7696                 if (r_showdisabledepthtest.integer)
7697                 {
7698                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7699                         GL_DepthMask(false);
7700                 }
7701                 else
7702                 {
7703                         GL_BlendFunc(GL_ONE, GL_ZERO);
7704                         GL_DepthMask(true);
7705                 }
7706                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7707                 {
7708                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7709                                 continue;
7710                         rsurface.texture = R_GetCurrentTexture(surface->texture);
7711                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7712                         {
7713                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7714                                 if (r_showtris.value > 0)
7715                                 {
7716                                         if (!rsurface.texture->currentlayers->depthmask)
7717                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7718                                         else if (ent == r_refdef.scene.worldentity)
7719                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7720                                         else
7721                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7722                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7723                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7724                                         R_Mesh_ColorPointer(NULL, 0, 0);
7725                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7726                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7727                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7728                                         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);
7729                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7730                                         CHECKGLERROR
7731                                 }
7732                                 if (r_shownormals.value < 0)
7733                                 {
7734                                         qglBegin(GL_LINES);
7735                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7736                                         {
7737                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7738                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7739                                                 qglVertex3f(v[0], v[1], v[2]);
7740                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7741                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7742                                                 qglVertex3f(v[0], v[1], v[2]);
7743                                         }
7744                                         qglEnd();
7745                                         CHECKGLERROR
7746                                 }
7747                                 if (r_shownormals.value > 0)
7748                                 {
7749                                         qglBegin(GL_LINES);
7750                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7751                                         {
7752                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7753                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7754                                                 qglVertex3f(v[0], v[1], v[2]);
7755                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7756                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7757                                                 qglVertex3f(v[0], v[1], v[2]);
7758                                         }
7759                                         qglEnd();
7760                                         CHECKGLERROR
7761                                         qglBegin(GL_LINES);
7762                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7763                                         {
7764                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7765                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7766                                                 qglVertex3f(v[0], v[1], v[2]);
7767                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7768                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7769                                                 qglVertex3f(v[0], v[1], v[2]);
7770                                         }
7771                                         qglEnd();
7772                                         CHECKGLERROR
7773                                         qglBegin(GL_LINES);
7774                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7775                                         {
7776                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7777                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7778                                                 qglVertex3f(v[0], v[1], v[2]);
7779                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7780                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7781                                                 qglVertex3f(v[0], v[1], v[2]);
7782                                         }
7783                                         qglEnd();
7784                                         CHECKGLERROR
7785                                 }
7786                         }
7787                 }
7788                 rsurface.texture = NULL;
7789         }
7790 }
7791
7792 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7793 int r_maxsurfacelist = 0;
7794 msurface_t **r_surfacelist = NULL;
7795 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7796 {
7797         int i, j, endj, f, flagsmask;
7798         texture_t *t;
7799         dp_model_t *model = r_refdef.scene.worldmodel;
7800         msurface_t *surfaces;
7801         unsigned char *update;
7802         int numsurfacelist = 0;
7803         if (model == NULL)
7804                 return;
7805
7806         if (r_maxsurfacelist < model->num_surfaces)
7807         {
7808                 r_maxsurfacelist = model->num_surfaces;
7809                 if (r_surfacelist)
7810                         Mem_Free(r_surfacelist);
7811                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7812         }
7813
7814         RSurf_ActiveWorldEntity();
7815
7816         surfaces = model->data_surfaces;
7817         update = model->brushq1.lightmapupdateflags;
7818
7819         // update light styles on this submodel
7820         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7821         {
7822                 model_brush_lightstyleinfo_t *style;
7823                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7824                 {
7825                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7826                         {
7827                                 int *list = style->surfacelist;
7828                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7829                                 for (j = 0;j < style->numsurfaces;j++)
7830                                         update[list[j]] = true;
7831                         }
7832                 }
7833         }
7834
7835         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7836
7837         if (debug)
7838         {
7839                 R_DrawDebugModel(r_refdef.scene.worldentity);
7840                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7841                 return;
7842         }
7843
7844         f = 0;
7845         t = NULL;
7846         rsurface.uselightmaptexture = false;
7847         rsurface.texture = NULL;
7848         rsurface.rtlight = NULL;
7849         numsurfacelist = 0;
7850         // add visible surfaces to draw list
7851         for (i = 0;i < model->nummodelsurfaces;i++)
7852         {
7853                 j = model->sortedmodelsurfaces[i];
7854                 if (r_refdef.viewcache.world_surfacevisible[j])
7855                         r_surfacelist[numsurfacelist++] = surfaces + j;
7856         }
7857         // update lightmaps if needed
7858         if (update)
7859                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7860                         if (r_refdef.viewcache.world_surfacevisible[j])
7861                                 if (update[j])
7862                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7863         // don't do anything if there were no surfaces
7864         if (!numsurfacelist)
7865         {
7866                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7867                 return;
7868         }
7869         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7870         GL_AlphaTest(false);
7871
7872         // add to stats if desired
7873         if (r_speeds.integer && !skysurfaces && !depthonly)
7874         {
7875                 r_refdef.stats.world_surfaces += numsurfacelist;
7876                 for (j = 0;j < numsurfacelist;j++)
7877                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7878         }
7879         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7880 }
7881
7882 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7883 {
7884         int i, j, endj, f, flagsmask;
7885         texture_t *t;
7886         dp_model_t *model = ent->model;
7887         msurface_t *surfaces;
7888         unsigned char *update;
7889         int numsurfacelist = 0;
7890         if (model == NULL)
7891                 return;
7892
7893         if (r_maxsurfacelist < model->num_surfaces)
7894         {
7895                 r_maxsurfacelist = model->num_surfaces;
7896                 if (r_surfacelist)
7897                         Mem_Free(r_surfacelist);
7898                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7899         }
7900
7901         // if the model is static it doesn't matter what value we give for
7902         // wantnormals and wanttangents, so this logic uses only rules applicable
7903         // to a model, knowing that they are meaningless otherwise
7904         if (ent == r_refdef.scene.worldentity)
7905                 RSurf_ActiveWorldEntity();
7906         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7907                 RSurf_ActiveModelEntity(ent, false, false);
7908         else
7909                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7910
7911         surfaces = model->data_surfaces;
7912         update = model->brushq1.lightmapupdateflags;
7913
7914         // update light styles
7915         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7916         {
7917                 model_brush_lightstyleinfo_t *style;
7918                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7919                 {
7920                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7921                         {
7922                                 int *list = style->surfacelist;
7923                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7924                                 for (j = 0;j < style->numsurfaces;j++)
7925                                         update[list[j]] = true;
7926                         }
7927                 }
7928         }
7929
7930         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7931
7932         if (debug)
7933         {
7934                 R_DrawDebugModel(ent);
7935                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7936                 return;
7937         }
7938
7939         f = 0;
7940         t = NULL;
7941         rsurface.uselightmaptexture = false;
7942         rsurface.texture = NULL;
7943         rsurface.rtlight = NULL;
7944         numsurfacelist = 0;
7945         // add visible surfaces to draw list
7946         for (i = 0;i < model->nummodelsurfaces;i++)
7947                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7948         // don't do anything if there were no surfaces
7949         if (!numsurfacelist)
7950         {
7951                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7952                 return;
7953         }
7954         // update lightmaps if needed
7955         if (update)
7956                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7957                         if (update[j])
7958                                 R_BuildLightMap(ent, surfaces + j);
7959         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7960         GL_AlphaTest(false);
7961
7962         // add to stats if desired
7963         if (r_speeds.integer && !skysurfaces && !depthonly)
7964         {
7965                 r_refdef.stats.entities_surfaces += numsurfacelist;
7966                 for (j = 0;j < numsurfacelist;j++)
7967                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7968         }
7969         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7970 }