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mdl skin loading is now more memory-efficient (now stores the original
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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 qboolean r_loadnormalmap;
34 qboolean r_loadgloss;
35 qboolean r_loadfog;
36
37 //
38 // screen size info
39 //
40 r_refdef_t r_refdef;
41
42 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
43 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
44 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
45 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
46 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)"};
47 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
48 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
49 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
50
51 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
52 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
53 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
54 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
55 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
56
57 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
58
59 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"};
60 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
61 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
62 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
63 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
64 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
65 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)"};
66 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
67 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
68 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"};
69 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"};
70 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
71 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"};
72 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"};
73 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"};
74 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
75 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
76 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
77 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
78 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
79 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
80 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
81 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
82 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
83 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
84 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
85 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
86 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
87 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."};
88 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
89 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
90 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
91 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."};
92 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
93 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
94 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"};
95 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
96 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
97 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
99 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
100
101 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
102 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
103 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
104 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
105 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
106 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
107 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
108 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
109
110 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)"};
111
112 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
113 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)"};
114 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
115 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
116 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
117 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
118 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)"};
119 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)"};
120 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)"};
121 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)"};
122 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)"};
123
124 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)"};
125 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
126 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"};
127 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
128 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
129
130 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
131 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
132 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
133 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
134
135 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
136 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
137 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
138 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
139 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
140 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
141 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
142
143 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
144 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
145 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
146 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)"};
147
148 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"};
149
150 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"};
151
152 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
153
154 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
155 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
156 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"};
157 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
158 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
159 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
160 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
161
162 extern cvar_t v_glslgamma;
163
164 extern qboolean v_flipped_state;
165
166 static struct r_bloomstate_s
167 {
168         qboolean enabled;
169         qboolean hdr;
170
171         int bloomwidth, bloomheight;
172
173         int screentexturewidth, screentextureheight;
174         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
175
176         int bloomtexturewidth, bloomtextureheight;
177         rtexture_t *texture_bloom;
178
179         // arrays for rendering the screen passes
180         float screentexcoord2f[8];
181         float bloomtexcoord2f[8];
182         float offsettexcoord2f[8];
183
184         r_viewport_t viewport;
185 }
186 r_bloomstate;
187
188 r_waterstate_t r_waterstate;
189
190 /// shadow volume bsp struct with automatically growing nodes buffer
191 svbsp_t r_svbsp;
192
193 rtexture_t *r_texture_blanknormalmap;
194 rtexture_t *r_texture_white;
195 rtexture_t *r_texture_grey128;
196 rtexture_t *r_texture_black;
197 rtexture_t *r_texture_notexture;
198 rtexture_t *r_texture_whitecube;
199 rtexture_t *r_texture_normalizationcube;
200 rtexture_t *r_texture_fogattenuation;
201 rtexture_t *r_texture_gammaramps;
202 unsigned int r_texture_gammaramps_serial;
203 //rtexture_t *r_texture_fogintensity;
204
205 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
206 unsigned int r_numqueries;
207 unsigned int r_maxqueries;
208
209 typedef struct r_qwskincache_s
210 {
211         char name[MAX_QPATH];
212         skinframe_t *skinframe;
213 }
214 r_qwskincache_t;
215
216 static r_qwskincache_t *r_qwskincache;
217 static int r_qwskincache_size;
218
219 /// vertex coordinates for a quad that covers the screen exactly
220 const float r_screenvertex3f[12] =
221 {
222         0, 0, 0,
223         1, 0, 0,
224         1, 1, 0,
225         0, 1, 0
226 };
227
228 extern void R_DrawModelShadows(void);
229
230 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
231 {
232         int i;
233         for (i = 0;i < verts;i++)
234         {
235                 out[0] = in[0] * r;
236                 out[1] = in[1] * g;
237                 out[2] = in[2] * b;
238                 out[3] = in[3];
239                 in += 4;
240                 out += 4;
241         }
242 }
243
244 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
245 {
246         int i;
247         for (i = 0;i < verts;i++)
248         {
249                 out[0] = r;
250                 out[1] = g;
251                 out[2] = b;
252                 out[3] = a;
253                 out += 4;
254         }
255 }
256
257 // FIXME: move this to client?
258 void FOG_clear(void)
259 {
260         if (gamemode == GAME_NEHAHRA)
261         {
262                 Cvar_Set("gl_fogenable", "0");
263                 Cvar_Set("gl_fogdensity", "0.2");
264                 Cvar_Set("gl_fogred", "0.3");
265                 Cvar_Set("gl_foggreen", "0.3");
266                 Cvar_Set("gl_fogblue", "0.3");
267         }
268         r_refdef.fog_density = 0;
269         r_refdef.fog_red = 0;
270         r_refdef.fog_green = 0;
271         r_refdef.fog_blue = 0;
272         r_refdef.fog_alpha = 1;
273         r_refdef.fog_start = 0;
274         r_refdef.fog_end = 16384;
275         r_refdef.fog_height = 1<<30;
276         r_refdef.fog_fadedepth = 128;
277 }
278
279 static void R_BuildBlankTextures(void)
280 {
281         unsigned char data[4];
282         data[2] = 128; // normal X
283         data[1] = 128; // normal Y
284         data[0] = 255; // normal Z
285         data[3] = 128; // height
286         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287         data[0] = 255;
288         data[1] = 255;
289         data[2] = 255;
290         data[3] = 255;
291         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292         data[0] = 128;
293         data[1] = 128;
294         data[2] = 128;
295         data[3] = 255;
296         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297         data[0] = 0;
298         data[1] = 0;
299         data[2] = 0;
300         data[3] = 255;
301         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
302 }
303
304 static void R_BuildNoTexture(void)
305 {
306         int x, y;
307         unsigned char pix[16][16][4];
308         // this makes a light grey/dark grey checkerboard texture
309         for (y = 0;y < 16;y++)
310         {
311                 for (x = 0;x < 16;x++)
312                 {
313                         if ((y < 8) ^ (x < 8))
314                         {
315                                 pix[y][x][0] = 128;
316                                 pix[y][x][1] = 128;
317                                 pix[y][x][2] = 128;
318                                 pix[y][x][3] = 255;
319                         }
320                         else
321                         {
322                                 pix[y][x][0] = 64;
323                                 pix[y][x][1] = 64;
324                                 pix[y][x][2] = 64;
325                                 pix[y][x][3] = 255;
326                         }
327                 }
328         }
329         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
330 }
331
332 static void R_BuildWhiteCube(void)
333 {
334         unsigned char data[6*1*1*4];
335         memset(data, 255, sizeof(data));
336         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
337 }
338
339 static void R_BuildNormalizationCube(void)
340 {
341         int x, y, side;
342         vec3_t v;
343         vec_t s, t, intensity;
344 #define NORMSIZE 64
345         unsigned char data[6][NORMSIZE][NORMSIZE][4];
346         for (side = 0;side < 6;side++)
347         {
348                 for (y = 0;y < NORMSIZE;y++)
349                 {
350                         for (x = 0;x < NORMSIZE;x++)
351                         {
352                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
353                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
354                                 switch(side)
355                                 {
356                                 default:
357                                 case 0:
358                                         v[0] = 1;
359                                         v[1] = -t;
360                                         v[2] = -s;
361                                         break;
362                                 case 1:
363                                         v[0] = -1;
364                                         v[1] = -t;
365                                         v[2] = s;
366                                         break;
367                                 case 2:
368                                         v[0] = s;
369                                         v[1] = 1;
370                                         v[2] = t;
371                                         break;
372                                 case 3:
373                                         v[0] = s;
374                                         v[1] = -1;
375                                         v[2] = -t;
376                                         break;
377                                 case 4:
378                                         v[0] = s;
379                                         v[1] = -t;
380                                         v[2] = 1;
381                                         break;
382                                 case 5:
383                                         v[0] = -s;
384                                         v[1] = -t;
385                                         v[2] = -1;
386                                         break;
387                                 }
388                                 intensity = 127.0f / sqrt(DotProduct(v, v));
389                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
390                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
391                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
392                                 data[side][y][x][3] = 255;
393                         }
394                 }
395         }
396         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
397 }
398
399 static void R_BuildFogTexture(void)
400 {
401         int x, b;
402 #define FOGWIDTH 256
403         unsigned char data1[FOGWIDTH][4];
404         //unsigned char data2[FOGWIDTH][4];
405         double d, r, alpha;
406
407         r_refdef.fogmasktable_start = r_refdef.fog_start;
408         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
409         r_refdef.fogmasktable_range = r_refdef.fogrange;
410         r_refdef.fogmasktable_density = r_refdef.fog_density;
411
412         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
413         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
414         {
415                 d = (x * r - r_refdef.fogmasktable_start);
416                 if(developer.integer >= 100)
417                         Con_Printf("%f ", d);
418                 d = max(0, d);
419                 if (r_fog_exp2.integer)
420                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
421                 else
422                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
423                 if(developer.integer >= 100)
424                         Con_Printf(" : %f ", alpha);
425                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
426                 if(developer.integer >= 100)
427                         Con_Printf(" = %f\n", alpha);
428                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
429         }
430
431         for (x = 0;x < FOGWIDTH;x++)
432         {
433                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
434                 data1[x][0] = b;
435                 data1[x][1] = b;
436                 data1[x][2] = b;
437                 data1[x][3] = 255;
438                 //data2[x][0] = 255 - b;
439                 //data2[x][1] = 255 - b;
440                 //data2[x][2] = 255 - b;
441                 //data2[x][3] = 255;
442         }
443         if (r_texture_fogattenuation)
444         {
445                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
446                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
447         }
448         else
449         {
450                 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);
451                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
452         }
453 }
454
455 static const char *builtinshaderstring =
456 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
457 "// written by Forest 'LordHavoc' Hale\n"
458 "\n"
459 "// enable various extensions depending on permutation:\n"
460 "\n"
461 "#ifdef USESHADOWMAPRECT\n"
462 "# extension GL_ARB_texture_rectangle : enable\n"
463 "#endif\n"
464 "\n"
465 "#ifdef USESHADOWMAP2D\n"
466 "# ifdef GL_EXT_gpu_shader4\n"
467 "#   extension GL_EXT_gpu_shader4 : enable\n"
468 "# endif\n"
469 "# ifdef GL_ARB_texture_gather\n"
470 "#   extension GL_ARB_texture_gather : enable\n"
471 "# else\n"
472 "#   ifdef GL_AMD_texture_texture4\n"
473 "#     extension GL_AMD_texture_texture4 : enable\n"
474 "#   endif\n"
475 "# endif\n"
476 "#endif\n"
477 "\n"
478 "#ifdef USESHADOWMAPCUBE\n"
479 "# extension GL_EXT_gpu_shader4 : enable\n"
480 "#endif\n"
481 "\n"
482 "#ifdef USESHADOWSAMPLER\n"
483 "# extension GL_ARB_shadow : enable\n"
484 "#endif\n"
485 "\n"
486 "// common definitions between vertex shader and fragment shader:\n"
487 "\n"
488 "//#ifdef __GLSL_CG_DATA_TYPES\n"
489 "//# define myhalf half\n"
490 "//# define myhalf2 half2\n"
491 "//# define myhalf3half3\n"
492 "//# define myhalf4 half4\n"
493 "//#else\n"
494 "# define myhalf float\n"
495 "# define myhalf2 vec2\n"
496 "# define myhalf3 vec3\n"
497 "# define myhalf4 vec4\n"
498 "//#endif\n"
499 "\n"
500 "#ifdef USEFOGINSIDE\n"
501 "# define USEFOG\n"
502 "#else\n"
503 "# ifdef USEFOGOUTSIDE\n"
504 "#  define USEFOG\n"
505 "# endif\n"
506 "#endif\n"
507 "\n"
508 "#ifdef MODE_DEPTH_OR_SHADOW\n"
509 "\n"
510 "# ifdef VERTEX_SHADER\n"
511 "void main(void)\n"
512 "{\n"
513 "       gl_Position = ftransform();\n"
514 "}\n"
515 "# endif\n"
516 "\n"
517 "#else\n"
518 "#ifdef MODE_SHOWDEPTH\n"
519 "# ifdef VERTEX_SHADER\n"
520 "void main(void)\n"
521 "{\n"
522 "       gl_Position = ftransform();\n"
523 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
524 "}\n"
525 "# endif\n"
526 "# ifdef FRAGMENT_SHADER\n"
527 "void main(void)\n"
528 "{\n"
529 "       gl_FragColor = gl_Color;\n"
530 "}\n"
531 "# endif\n"
532 "\n"
533 "#else // !MODE_SHOWDEPTH\n"
534 "\n"
535 "#ifdef MODE_POSTPROCESS\n"
536 "# ifdef VERTEX_SHADER\n"
537 "void main(void)\n"
538 "{\n"
539 "       gl_FrontColor = gl_Color;\n"
540 "       gl_Position = ftransform();\n"
541 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
542 "#ifdef USEBLOOM\n"
543 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
544 "#endif\n"
545 "}\n"
546 "# endif\n"
547 "# ifdef FRAGMENT_SHADER\n"
548 "\n"
549 "uniform sampler2D Texture_First;\n"
550 "#ifdef USEBLOOM\n"
551 "uniform sampler2D Texture_Second;\n"
552 "#endif\n"
553 "#ifdef USEGAMMARAMPS\n"
554 "uniform sampler2D Texture_GammaRamps;\n"
555 "#endif\n"
556 "#ifdef USESATURATION\n"
557 "uniform float Saturation;\n"
558 "#endif\n"
559 "#ifdef USEVIEWTINT\n"
560 "uniform vec4 TintColor;\n"
561 "#endif\n"
562 "//uncomment these if you want to use them:\n"
563 "uniform vec4 UserVec1;\n"
564 "// uniform vec4 UserVec2;\n"
565 "// uniform vec4 UserVec3;\n"
566 "// uniform vec4 UserVec4;\n"
567 "// uniform float ClientTime;\n"
568 "uniform vec2 PixelSize;\n"
569 "void main(void)\n"
570 "{\n"
571 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
572 "#ifdef USEBLOOM\n"
573 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
574 "#endif\n"
575 "#ifdef USEVIEWTINT\n"
576 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
577 "#endif\n"
578 "\n"
579 "#ifdef USEPOSTPROCESSING\n"
580 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
581 "// 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"
582 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
583 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
584 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
585 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
586 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
587 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
588 "#endif\n"
589 "\n"
590 "#ifdef USESATURATION\n"
591 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
592 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
593 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
594 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
595 "#endif\n"
596 "\n"
597 "#ifdef USEGAMMARAMPS\n"
598 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
599 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
600 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
601 "#endif\n"
602 "}\n"
603 "# endif\n"
604 "\n"
605 "\n"
606 "#else\n"
607 "#ifdef MODE_GENERIC\n"
608 "# ifdef VERTEX_SHADER\n"
609 "void main(void)\n"
610 "{\n"
611 "       gl_FrontColor = gl_Color;\n"
612 "#  ifdef USEDIFFUSE\n"
613 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
614 "#  endif\n"
615 "#  ifdef USESPECULAR\n"
616 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
617 "#  endif\n"
618 "       gl_Position = ftransform();\n"
619 "}\n"
620 "# endif\n"
621 "# ifdef FRAGMENT_SHADER\n"
622 "\n"
623 "#  ifdef USEDIFFUSE\n"
624 "uniform sampler2D Texture_First;\n"
625 "#  endif\n"
626 "#  ifdef USESPECULAR\n"
627 "uniform sampler2D Texture_Second;\n"
628 "#  endif\n"
629 "\n"
630 "void main(void)\n"
631 "{\n"
632 "       gl_FragColor = gl_Color;\n"
633 "#  ifdef USEDIFFUSE\n"
634 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
635 "#  endif\n"
636 "\n"
637 "#  ifdef USESPECULAR\n"
638 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
639 "#  endif\n"
640 "#  ifdef USECOLORMAPPING\n"
641 "       gl_FragColor *= tex2;\n"
642 "#  endif\n"
643 "#  ifdef USEGLOW\n"
644 "       gl_FragColor += tex2;\n"
645 "#  endif\n"
646 "#  ifdef USEVERTEXTEXTUREBLEND\n"
647 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
648 "#  endif\n"
649 "}\n"
650 "# endif\n"
651 "\n"
652 "#else // !MODE_GENERIC\n"
653 "#ifdef MODE_BLOOMBLUR\n"
654 "# ifdef VERTEX_SHADER\n"
655 "void main(void)\n"
656 "{\n"
657 "       gl_FrontColor = gl_Color;\n"
658 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
659 "       gl_Position = ftransform();\n"
660 "}\n"
661 "# endif\n"
662 "# ifdef FRAGMENT_SHADER\n"
663 "\n"
664 "uniform sampler2D Texture_First;\n"
665 "uniform vec4 BloomBlur_Parameters;\n"
666 "\n"
667 "void main(void)\n"
668 "{\n"
669 "       int i;\n"
670 "       vec2 tc = gl_TexCoord[0].xy;\n"
671 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
672 "       tc += BloomBlur_Parameters.xy;\n"
673 "       for (i = 1;i < SAMPLES;i++)\n"
674 "       {\n"
675 "               color += texture2D(Texture_First, tc).rgb;\n"
676 "               tc += BloomBlur_Parameters.xy;\n"
677 "       }\n"
678 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
679 "}\n"
680 "# endif\n"
681 "\n"
682 "#else // !MODE_BLOOMBLUR\n"
683 "\n"
684 "varying vec2 TexCoord;\n"
685 "#ifdef USEVERTEXTEXTUREBLEND\n"
686 "varying vec2 TexCoord2;\n"
687 "#endif\n"
688 "varying vec2 TexCoordLightmap;\n"
689 "\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 CubeVector;\n"
692 "#endif\n"
693 "\n"
694 "#ifdef MODE_LIGHTSOURCE\n"
695 "varying vec3 LightVector;\n"
696 "#endif\n"
697 "#ifdef MODE_LIGHTDIRECTION\n"
698 "varying vec3 LightVector;\n"
699 "#endif\n"
700 "\n"
701 "varying vec3 EyeVector;\n"
702 "#ifdef USEFOG\n"
703 "varying vec3 EyeVectorModelSpace;\n"
704 "varying float FogPlaneVertexDist;\n"
705 "#endif\n"
706 "\n"
707 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
708 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
709 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
710 "\n"
711 "#ifdef MODE_WATER\n"
712 "varying vec4 ModelViewProjectionPosition;\n"
713 "#endif\n"
714 "#ifdef MODE_REFRACTION\n"
715 "varying vec4 ModelViewProjectionPosition;\n"
716 "#endif\n"
717 "#ifdef USEREFLECTION\n"
718 "varying vec4 ModelViewProjectionPosition;\n"
719 "#endif\n"
720 "\n"
721 "\n"
722 "\n"
723 "\n"
724 "\n"
725 "// vertex shader specific:\n"
726 "#ifdef VERTEX_SHADER\n"
727 "\n"
728 "uniform vec3 LightPosition;\n"
729 "uniform vec3 EyePosition;\n"
730 "uniform vec3 LightDir;\n"
731 "uniform vec4 FogPlane;\n"
732 "\n"
733 "// 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"
734 "\n"
735 "void main(void)\n"
736 "{\n"
737 "       gl_FrontColor = gl_Color;\n"
738 "       // copy the surface texcoord\n"
739 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
740 "#ifdef USEVERTEXTEXTUREBLEND\n"
741 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
742 "#endif\n"
743 "#ifndef MODE_LIGHTSOURCE\n"
744 "# ifndef MODE_LIGHTDIRECTION\n"
745 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
746 "# endif\n"
747 "#endif\n"
748 "\n"
749 "#ifdef MODE_LIGHTSOURCE\n"
750 "       // transform vertex position into light attenuation/cubemap space\n"
751 "       // (-1 to +1 across the light box)\n"
752 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
753 "\n"
754 "       // transform unnormalized light direction into tangent space\n"
755 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
756 "       //  normalize it per pixel)\n"
757 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
758 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
759 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
760 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
761 "#endif\n"
762 "\n"
763 "#ifdef MODE_LIGHTDIRECTION\n"
764 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
765 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
766 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
767 "#endif\n"
768 "\n"
769 "       // transform unnormalized eye direction into tangent space\n"
770 "#ifndef USEFOG\n"
771 "       vec3 EyeVectorModelSpace;\n"
772 "#endif\n"
773 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
774 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
775 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
776 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
777 "\n"
778 "#ifdef USEFOG\n"
779 "       FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
780 "#endif\n"
781 "\n"
782 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
783 "       VectorS = gl_MultiTexCoord1.xyz;\n"
784 "       VectorT = gl_MultiTexCoord2.xyz;\n"
785 "       VectorR = gl_MultiTexCoord3.xyz;\n"
786 "#endif\n"
787 "\n"
788 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
789 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
790 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
791 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
792 "//#endif\n"
793 "\n"
794 "// transform vertex to camera space, using ftransform to match non-VS\n"
795 "       // rendering\n"
796 "       gl_Position = ftransform();\n"
797 "\n"
798 "#ifdef MODE_WATER\n"
799 "       ModelViewProjectionPosition = gl_Position;\n"
800 "#endif\n"
801 "#ifdef MODE_REFRACTION\n"
802 "       ModelViewProjectionPosition = gl_Position;\n"
803 "#endif\n"
804 "#ifdef USEREFLECTION\n"
805 "       ModelViewProjectionPosition = gl_Position;\n"
806 "#endif\n"
807 "}\n"
808 "\n"
809 "#endif // VERTEX_SHADER\n"
810 "\n"
811 "\n"
812 "\n"
813 "\n"
814 "// fragment shader specific:\n"
815 "#ifdef FRAGMENT_SHADER\n"
816 "\n"
817 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
818 "uniform sampler2D Texture_Normal;\n"
819 "uniform sampler2D Texture_Color;\n"
820 "uniform sampler2D Texture_Gloss;\n"
821 "uniform sampler2D Texture_Glow;\n"
822 "uniform sampler2D Texture_SecondaryNormal;\n"
823 "uniform sampler2D Texture_SecondaryColor;\n"
824 "uniform sampler2D Texture_SecondaryGloss;\n"
825 "uniform sampler2D Texture_SecondaryGlow;\n"
826 "uniform sampler2D Texture_Pants;\n"
827 "uniform sampler2D Texture_Shirt;\n"
828 "uniform sampler2D Texture_FogMask;\n"
829 "uniform sampler2D Texture_Lightmap;\n"
830 "uniform sampler2D Texture_Deluxemap;\n"
831 "uniform sampler2D Texture_Refraction;\n"
832 "uniform sampler2D Texture_Reflection;\n"
833 "uniform sampler2D Texture_Attenuation;\n"
834 "uniform samplerCube Texture_Cube;\n"
835 "\n"
836 "#define showshadowmap 0\n"
837 "\n"
838 "#ifdef USESHADOWMAPRECT\n"
839 "# ifdef USESHADOWSAMPLER\n"
840 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
841 "# else\n"
842 "uniform sampler2DRect Texture_ShadowMapRect;\n"
843 "# endif\n"
844 "#endif\n"
845 "\n"
846 "#ifdef USESHADOWMAP2D\n"
847 "# ifdef USESHADOWSAMPLER\n"
848 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
849 "# else\n"
850 "uniform sampler2D Texture_ShadowMap2D;\n"
851 "# endif\n"
852 "#endif\n"
853 "\n"
854 "#ifdef USESHADOWMAPVSDCT\n"
855 "uniform samplerCube Texture_CubeProjection;\n"
856 "#endif\n"
857 "\n"
858 "#ifdef USESHADOWMAPCUBE\n"
859 "# ifdef USESHADOWSAMPLER\n"
860 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
861 "# else\n"
862 "uniform samplerCube Texture_ShadowMapCube;\n"
863 "# endif\n"
864 "#endif\n"
865 "\n"
866 "uniform myhalf3 LightColor;\n"
867 "uniform myhalf3 AmbientColor;\n"
868 "uniform myhalf3 DiffuseColor;\n"
869 "uniform myhalf3 SpecularColor;\n"
870 "uniform myhalf3 Color_Pants;\n"
871 "uniform myhalf3 Color_Shirt;\n"
872 "uniform myhalf3 FogColor;\n"
873 "\n"
874 "uniform myhalf4 TintColor;\n"
875 "\n"
876 "\n"
877 "//#ifdef MODE_WATER\n"
878 "uniform vec4 DistortScaleRefractReflect;\n"
879 "uniform vec4 ScreenScaleRefractReflect;\n"
880 "uniform vec4 ScreenCenterRefractReflect;\n"
881 "uniform myhalf4 RefractColor;\n"
882 "uniform myhalf4 ReflectColor;\n"
883 "uniform myhalf ReflectFactor;\n"
884 "uniform myhalf ReflectOffset;\n"
885 "//#else\n"
886 "//# ifdef MODE_REFRACTION\n"
887 "//uniform vec4 DistortScaleRefractReflect;\n"
888 "//uniform vec4 ScreenScaleRefractReflect;\n"
889 "//uniform vec4 ScreenCenterRefractReflect;\n"
890 "//uniform myhalf4 RefractColor;\n"
891 "//#  ifdef USEREFLECTION\n"
892 "//uniform myhalf4 ReflectColor;\n"
893 "//#  endif\n"
894 "//# else\n"
895 "//#  ifdef USEREFLECTION\n"
896 "//uniform vec4 DistortScaleRefractReflect;\n"
897 "//uniform vec4 ScreenScaleRefractReflect;\n"
898 "//uniform vec4 ScreenCenterRefractReflect;\n"
899 "//uniform myhalf4 ReflectColor;\n"
900 "//#  endif\n"
901 "//# endif\n"
902 "//#endif\n"
903 "\n"
904 "uniform myhalf3 GlowColor;\n"
905 "uniform myhalf SceneBrightness;\n"
906 "\n"
907 "uniform float OffsetMapping_Scale;\n"
908 "uniform float OffsetMapping_Bias;\n"
909 "uniform float FogRangeRecip;\n"
910 "uniform float FogPlaneViewDist;\n"
911 "uniform float FogHeightFade;\n"
912 "\n"
913 "uniform myhalf AmbientScale;\n"
914 "uniform myhalf DiffuseScale;\n"
915 "uniform myhalf SpecularScale;\n"
916 "uniform myhalf SpecularPower;\n"
917 "\n"
918 "#ifdef USEOFFSETMAPPING\n"
919 "vec2 OffsetMapping(vec2 TexCoord)\n"
920 "{\n"
921 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
922 "       // 14 sample relief mapping: linear search and then binary search\n"
923 "       // this basically steps forward a small amount repeatedly until it finds\n"
924 "       // itself inside solid, then jitters forward and back using decreasing\n"
925 "       // amounts to find the impact\n"
926 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
927 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
928 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
929 "       vec3 RT = vec3(TexCoord, 1);\n"
930 "       OffsetVector *= 0.1;\n"
931 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
937 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
938 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
939 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
940 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
941 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
942 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
943 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
944 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
945 "       return RT.xy;\n"
946 "#else\n"
947 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
948 "       // this basically moves forward the full distance, and then backs up based\n"
949 "       // on height of samples\n"
950 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
951 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
952 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
953 "       TexCoord += OffsetVector;\n"
954 "       OffsetVector *= 0.333;\n"
955 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
956 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
957 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
958 "       return TexCoord;\n"
959 "#endif\n"
960 "}\n"
961 "#endif // USEOFFSETMAPPING\n"
962 "\n"
963 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
964 "uniform vec2 ShadowMap_TextureScale;\n"
965 "uniform vec4 ShadowMap_Parameters;\n"
966 "#endif\n"
967 "\n"
968 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
969 "vec3 GetShadowMapTC2D(vec3 dir)\n"
970 "{\n"
971 "       vec3 adir = abs(dir);\n"
972 "# ifndef USESHADOWMAPVSDCT\n"
973 "       vec2 tc;\n"
974 "       vec2 offset;\n"
975 "       float ma;\n"
976 "       if (adir.x > adir.y)\n"
977 "       {\n"
978 "               if (adir.x > adir.z) // X\n"
979 "               {\n"
980 "                       ma = adir.x;\n"
981 "                       tc = dir.zy;\n"
982 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
983 "               }\n"
984 "               else // Z\n"
985 "               {\n"
986 "                       ma = adir.z;\n"
987 "                       tc = dir.xy;\n"
988 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
989 "               }\n"
990 "       }\n"
991 "       else\n"
992 "       {\n"
993 "               if (adir.y > adir.z) // Y\n"
994 "               {\n"
995 "                       ma = adir.y;\n"
996 "                       tc = dir.xz;\n"
997 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
998 "               }\n"
999 "               else // Z\n"
1000 "               {\n"
1001 "                       ma = adir.z;\n"
1002 "                       tc = dir.xy;\n"
1003 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1004 "               }\n"
1005 "       }\n"
1006 "\n"
1007 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1008 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1009 "       stc.z += ShadowMap_Parameters.z;\n"
1010 "#  if showshadowmap\n"
1011 "       stc.xy *= ShadowMap_TextureScale;\n"
1012 "#  endif\n"
1013 "       return stc;\n"
1014 "# else\n"
1015 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1016 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1017 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1018 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1019 "       stc.z += ShadowMap_Parameters.z;\n"
1020 "#  if showshadowmap\n"
1021 "       stc.xy *= ShadowMap_TextureScale;\n"
1022 "#  endif\n"
1023 "       return stc;\n"
1024 "# endif\n"
1025 "}\n"
1026 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1027 "\n"
1028 "#ifdef USESHADOWMAPCUBE\n"
1029 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1030 "{\n"
1031 "    vec3 adir = abs(dir);\n"
1032 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1033 "}\n"
1034 "#endif\n"
1035 "\n"
1036 "#if !showshadowmap\n"
1037 "# ifdef USESHADOWMAPRECT\n"
1038 "float ShadowMapCompare(vec3 dir)\n"
1039 "{\n"
1040 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1041 "       float f;\n"
1042 "#  ifdef USESHADOWSAMPLER\n"
1043 "\n"
1044 "#    ifdef USESHADOWMAPPCF\n"
1045 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1046 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1047 "#    else\n"
1048 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1049 "#    endif\n"
1050 "\n"
1051 "#  else\n"
1052 "\n"
1053 "#    ifdef USESHADOWMAPPCF\n"
1054 "#      if USESHADOWMAPPCF > 1\n"
1055 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1056 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1057 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1058 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1059 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1060 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1061 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1062 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1063 "#      else\n"
1064 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1065 "    vec2 offset = fract(shadowmaptc.xy);\n"
1066 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1067 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1068 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1069 "    vec3 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 "\n"
1087 "#  ifdef USESHADOWSAMPLER\n"
1088 "#    ifdef USESHADOWMAPPCF\n"
1089 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1090 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1091 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1092 "#    else\n"
1093 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1094 "#    endif\n"
1095 "#  else\n"
1096 "#    ifdef USESHADOWMAPPCF\n"
1097 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1098 "#      ifdef GL_ARB_texture_gather\n"
1099 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1100 "#      else\n"
1101 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1102 "#      endif\n"
1103 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1104 "    center *= ShadowMap_TextureScale;\n"
1105 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1106 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1107 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1108 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1109 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1110 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1111 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1112 "#     else\n"
1113 "#      ifdef GL_EXT_gpu_shader4\n"
1114 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1115 "#      else\n"
1116 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1117 "#      endif\n"
1118 "#      if USESHADOWMAPPCF > 1\n"
1119 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1120 "    center *= ShadowMap_TextureScale;\n"
1121 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1122 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1123 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1124 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1125 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1126 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1127 "#      else\n"
1128 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1129 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1130 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1131 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1132 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1133 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1134 "#      endif\n"
1135 "#     endif\n"
1136 "#    else\n"
1137 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1138 "#    endif\n"
1139 "#  endif\n"
1140 "    return f;\n"
1141 "}\n"
1142 "# endif\n"
1143 "\n"
1144 "# ifdef USESHADOWMAPCUBE\n"
1145 "float ShadowMapCompare(vec3 dir)\n"
1146 "{\n"
1147 "    // apply depth texture cubemap as light filter\n"
1148 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1149 "    float f;\n"
1150 "#  ifdef USESHADOWSAMPLER\n"
1151 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1152 "#  else\n"
1153 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1154 "#  endif\n"
1155 "    return f;\n"
1156 "}\n"
1157 "# endif\n"
1158 "#endif\n"
1159 "\n"
1160 "#ifdef MODE_WATER\n"
1161 "\n"
1162 "// water pass\n"
1163 "void main(void)\n"
1164 "{\n"
1165 "#ifdef USEOFFSETMAPPING\n"
1166 "       // apply offsetmapping\n"
1167 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1168 "#define TexCoord TexCoordOffset\n"
1169 "#endif\n"
1170 "\n"
1171 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1172 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1173 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1174 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1175 "       // FIXME temporary hack to detect the case that the reflection\n"
1176 "       // gets blackened at edges due to leaving the area that contains actual\n"
1177 "       // content.\n"
1178 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1179 "       // 'appening.\n"
1180 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1181 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1182 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1183 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1184 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1185 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1186 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1187 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1188 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1189 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1190 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1191 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1192 "}\n"
1193 "\n"
1194 "#else // !MODE_WATER\n"
1195 "#ifdef MODE_REFRACTION\n"
1196 "\n"
1197 "// refraction pass\n"
1198 "void main(void)\n"
1199 "{\n"
1200 "#ifdef USEOFFSETMAPPING\n"
1201 "       // apply offsetmapping\n"
1202 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1203 "#define TexCoord TexCoordOffset\n"
1204 "#endif\n"
1205 "\n"
1206 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1207 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1208 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1209 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1210 "       // FIXME temporary hack to detect the case that the reflection\n"
1211 "       // gets blackened at edges due to leaving the area that contains actual\n"
1212 "       // content.\n"
1213 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1214 "       // 'appening.\n"
1215 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1216 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1217 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1218 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1219 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1220 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1221 "}\n"
1222 "\n"
1223 "#else // !MODE_REFRACTION\n"
1224 "void main(void)\n"
1225 "{\n"
1226 "#ifdef USEOFFSETMAPPING\n"
1227 "       // apply offsetmapping\n"
1228 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1229 "#define TexCoord TexCoordOffset\n"
1230 "#endif\n"
1231 "\n"
1232 "       // combine the diffuse textures (base, pants, shirt)\n"
1233 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1234 "#ifdef USECOLORMAPPING\n"
1235 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1236 "#endif\n"
1237 "#ifdef USEVERTEXTEXTUREBLEND\n"
1238 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1239 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1240 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1241 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1242 "       color.a = 1.0;\n"
1243 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1244 "#endif\n"
1245 "\n"
1246 "#ifdef USEDIFFUSE\n"
1247 "       // get the surface normal and the gloss color\n"
1248 "# ifdef USEVERTEXTEXTUREBLEND\n"
1249 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1250 "#  ifdef USESPECULAR\n"
1251 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1252 "#  endif\n"
1253 "# else\n"
1254 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1255 "#  ifdef USESPECULAR\n"
1256 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1257 "#  endif\n"
1258 "# endif\n"
1259 "#endif\n"
1260 "\n"
1261 "\n"
1262 "\n"
1263 "#ifdef MODE_LIGHTSOURCE\n"
1264 "       // light source\n"
1265 "\n"
1266 "       // calculate surface normal, light normal, and specular normal\n"
1267 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1268 "       // scale by light color and attenuation as efficiently as possible\n"
1269 "       // (do as much scalar math as possible rather than vector math)\n"
1270 "# ifdef USEDIFFUSE\n"
1271 "       // get the light normal\n"
1272 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1273 "# endif\n"
1274 "# ifdef USESPECULAR\n"
1275 "#  ifndef USEEXACTSPECULARMATH\n"
1276 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1277 "\n"
1278 "#  endif\n"
1279 "       // calculate directional shading\n"
1280 "#  ifdef USEEXACTSPECULARMATH\n"
1281 "       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"
1282 "#  else\n"
1283 "       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"
1284 "#  endif\n"
1285 "# else\n"
1286 "#  ifdef USEDIFFUSE\n"
1287 "       // calculate directional shading\n"
1288 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1289 "#  else\n"
1290 "       // calculate directionless shading\n"
1291 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1292 "#  endif\n"
1293 "# endif\n"
1294 "\n"
1295 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1296 "#if !showshadowmap\n"
1297 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1298 "#endif\n"
1299 "#endif\n"
1300 "\n"
1301 "# ifdef USECUBEFILTER\n"
1302 "       // apply light cubemap filter\n"
1303 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1304 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1305 "# endif\n"
1306 "#endif // MODE_LIGHTSOURCE\n"
1307 "\n"
1308 "\n"
1309 "\n"
1310 "\n"
1311 "#ifdef MODE_LIGHTDIRECTION\n"
1312 "       // directional model lighting\n"
1313 "# ifdef USEDIFFUSE\n"
1314 "       // get the light normal\n"
1315 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1316 "# endif\n"
1317 "# ifdef USESPECULAR\n"
1318 "       // calculate directional shading\n"
1319 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1320 "#  ifdef USEEXACTSPECULARMATH\n"
1321 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1322 "#  else\n"
1323 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1324 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1325 "#  endif\n"
1326 "# else\n"
1327 "#  ifdef USEDIFFUSE\n"
1328 "\n"
1329 "       // calculate directional shading\n"
1330 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1331 "#  else\n"
1332 "       color.rgb *= AmbientColor;\n"
1333 "#  endif\n"
1334 "# endif\n"
1335 "#endif // MODE_LIGHTDIRECTION\n"
1336 "\n"
1337 "\n"
1338 "\n"
1339 "\n"
1340 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1341 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1342 "\n"
1343 "       // get the light normal\n"
1344 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1345 "       myhalf3 diffusenormal;\n"
1346 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1347 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1348 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1349 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1350 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1351 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1352 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1353 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1354 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1355 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1356 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1357 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1358 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1359 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1360 "# ifdef USESPECULAR\n"
1361 "#  ifdef USEEXACTSPECULARMATH\n"
1362 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1363 "#  else\n"
1364 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1365 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1366 "#  endif\n"
1367 "# endif\n"
1368 "\n"
1369 "       // apply lightmap color\n"
1370 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1371 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1372 "\n"
1373 "\n"
1374 "\n"
1375 "\n"
1376 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1377 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1378 "\n"
1379 "       // get the light normal\n"
1380 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1381 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1382 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1383 "# ifdef USESPECULAR\n"
1384 "#  ifdef USEEXACTSPECULARMATH\n"
1385 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1386 "#  else\n"
1387 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1388 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1389 "#  endif\n"
1390 "# endif\n"
1391 "\n"
1392 "       // apply lightmap color\n"
1393 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1394 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1395 "\n"
1396 "\n"
1397 "\n"
1398 "\n"
1399 "#ifdef MODE_LIGHTMAP\n"
1400 "       // apply lightmap color\n"
1401 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1402 "#endif // MODE_LIGHTMAP\n"
1403 "\n"
1404 "\n"
1405 "\n"
1406 "\n"
1407 "#ifdef MODE_VERTEXCOLOR\n"
1408 "       // apply lightmap color\n"
1409 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1410 "#endif // MODE_VERTEXCOLOR\n"
1411 "\n"
1412 "\n"
1413 "\n"
1414 "\n"
1415 "#ifdef MODE_FLATCOLOR\n"
1416 "#endif // MODE_FLATCOLOR\n"
1417 "\n"
1418 "\n"
1419 "\n"
1420 "\n"
1421 "\n"
1422 "\n"
1423 "\n"
1424 "       color *= TintColor;\n"
1425 "\n"
1426 "#ifdef USEGLOW\n"
1427 "#ifdef USEVERTEXTEXTUREBLEND\n"
1428 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1429 "#else\n"
1430 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1431 "#endif\n"
1432 "#endif\n"
1433 "\n"
1434 "       color.rgb *= SceneBrightness;\n"
1435 "\n"
1436 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1437 "#ifdef USEFOG\n"
1438 "       float fogfrac;\n"
1439 "#ifdef USEFOGOUTSIDE\n"
1440 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1441 "#else\n"
1442 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1443 "#endif\n"
1444 "//     float FogHeightFade1 = -0.5/1024.0;\n"
1445 "//     if (FogPlaneViewDist >= 0.0)\n"
1446 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1447 "//     else\n"
1448 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1449 "//# ifdef USEFOGABOVE\n"
1450 "//     if (FogPlaneViewDist >= 0.0)\n"
1451 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1452 "//     else\n"
1453 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1454 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1455 "//     fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1456 "//     fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1457 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1458 "\n"
1459 "       //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1460 "       //float fade = -0.5/128.0;\n"
1461 "       //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1462 "       //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1464 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1465 "       //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1466 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1467 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1468 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1469 "//# endif\n"
1470 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1471 "#endif\n"
1472 "\n"
1473 "       // 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"
1474 "#ifdef USEREFLECTION\n"
1475 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1476 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1477 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1478 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1479 "       // FIXME temporary hack to detect the case that the reflection\n"
1480 "       // gets blackened at edges due to leaving the area that contains actual\n"
1481 "       // content.\n"
1482 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1483 "       // 'appening.\n"
1484 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1485 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1486 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1487 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1488 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1489 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1490 "#endif\n"
1491 "\n"
1492 "       gl_FragColor = vec4(color);\n"
1493 "\n"
1494 "#if showshadowmap\n"
1495 "# ifdef USESHADOWMAPRECT\n"
1496 "#  ifdef USESHADOWSAMPLER\n"
1497 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1498 "#  else\n"
1499 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1500 "#  endif\n"
1501 "# endif\n"
1502 "# ifdef USESHADOWMAP2D\n"
1503 "#  ifdef USESHADOWSAMPLER\n"
1504 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1505 "#  else\n"
1506 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1507 "#  endif\n"
1508 "# endif\n"
1509 "\n"
1510 "# ifdef USESHADOWMAPCUBE\n"
1511 "#  ifdef USESHADOWSAMPLER\n"
1512 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1513 "#  else\n"
1514 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1515 "#  endif\n"
1516 "# endif\n"
1517 "#endif\n"
1518 "}\n"
1519 "#endif // !MODE_REFRACTION\n"
1520 "#endif // !MODE_WATER\n"
1521 "\n"
1522 "#endif // FRAGMENT_SHADER\n"
1523 "\n"
1524 "#endif // !MODE_BLOOMBLUR\n"
1525 "#endif // !MODE_GENERIC\n"
1526 "#endif // !MODE_POSTPROCESS\n"
1527 "#endif // !MODE_SHOWDEPTH\n"
1528 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1529 ;
1530
1531 typedef struct shaderpermutationinfo_s
1532 {
1533         const char *pretext;
1534         const char *name;
1535 }
1536 shaderpermutationinfo_t;
1537
1538 typedef struct shadermodeinfo_s
1539 {
1540         const char *vertexfilename;
1541         const char *geometryfilename;
1542         const char *fragmentfilename;
1543         const char *pretext;
1544         const char *name;
1545 }
1546 shadermodeinfo_t;
1547
1548 typedef enum shaderpermutation_e
1549 {
1550         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1551         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1552         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1553         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1554         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1555         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1556         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1557         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1558         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1559         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1560         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1561         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1562         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1563         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1564         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1565         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1566         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1567         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1568         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1569         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1570         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1571         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1572         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1573         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1574         SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1575         SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1576 }
1577 shaderpermutation_t;
1578
1579 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1580 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1581 {
1582         {"#define USEDIFFUSE\n", " diffuse"},
1583         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1584         {"#define USEVIEWTINT\n", " viewtint"},
1585         {"#define USECOLORMAPPING\n", " colormapping"},
1586         {"#define USESATURATION\n", " saturation"},
1587         {"#define USEFOGINSIDE\n", " foginside"},
1588         {"#define USEFOGOUTSIDE\n", " fogoutside"},
1589         {"#define USEGAMMARAMPS\n", " gammaramps"},
1590         {"#define USECUBEFILTER\n", " cubefilter"},
1591         {"#define USEGLOW\n", " glow"},
1592         {"#define USEBLOOM\n", " bloom"},
1593         {"#define USESPECULAR\n", " specular"},
1594         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1595         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1596         {"#define USEREFLECTION\n", " reflection"},
1597         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1598         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1599         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1600         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1601         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1602         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1603         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1604         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1605         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1606 };
1607
1608 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1609 typedef enum shadermode_e
1610 {
1611         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1612         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1613         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1614         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1615         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1616         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1617         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1618         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1619         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1620         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1621         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1622         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1623         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1624         SHADERMODE_COUNT
1625 }
1626 shadermode_t;
1627
1628 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1629 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1630 {
1631         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1632         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1633         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1634         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1635         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1636         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1637         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1638         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1639         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1640         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1641         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1642         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1643         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1644 };
1645
1646 struct r_glsl_permutation_s;
1647 typedef struct r_glsl_permutation_s
1648 {
1649         /// hash lookup data
1650         struct r_glsl_permutation_s *hashnext;
1651         unsigned int mode;
1652         unsigned int permutation;
1653
1654         /// indicates if we have tried compiling this permutation already
1655         qboolean compiled;
1656         /// 0 if compilation failed
1657         int program;
1658         /// locations of detected uniforms in program object, or -1 if not found
1659         int loc_Texture_First;
1660         int loc_Texture_Second;
1661         int loc_Texture_GammaRamps;
1662         int loc_Texture_Normal;
1663         int loc_Texture_Color;
1664         int loc_Texture_Gloss;
1665         int loc_Texture_Glow;
1666         int loc_Texture_SecondaryNormal;
1667         int loc_Texture_SecondaryColor;
1668         int loc_Texture_SecondaryGloss;
1669         int loc_Texture_SecondaryGlow;
1670         int loc_Texture_Pants;
1671         int loc_Texture_Shirt;
1672         int loc_Texture_FogMask;
1673         int loc_Texture_Lightmap;
1674         int loc_Texture_Deluxemap;
1675         int loc_Texture_Attenuation;
1676         int loc_Texture_Cube;
1677         int loc_Texture_Refraction;
1678         int loc_Texture_Reflection;
1679         int loc_Texture_ShadowMapRect;
1680         int loc_Texture_ShadowMapCube;
1681         int loc_Texture_ShadowMap2D;
1682         int loc_Texture_CubeProjection;
1683         int loc_FogColor;
1684         int loc_LightPosition;
1685         int loc_EyePosition;
1686         int loc_Color_Pants;
1687         int loc_Color_Shirt;
1688         int loc_FogPlane;
1689         int loc_FogPlaneViewDist;
1690         int loc_FogRangeRecip;
1691         int loc_FogHeightFade;
1692         int loc_AmbientScale;
1693         int loc_DiffuseScale;
1694         int loc_SpecularScale;
1695         int loc_SpecularPower;
1696         int loc_GlowColor;
1697         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1698         int loc_OffsetMapping_Scale;
1699         int loc_TintColor;
1700         int loc_AmbientColor;
1701         int loc_DiffuseColor;
1702         int loc_SpecularColor;
1703         int loc_LightDir;
1704         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1705         int loc_GammaCoeff; ///< 1 / gamma
1706         int loc_DistortScaleRefractReflect;
1707         int loc_ScreenScaleRefractReflect;
1708         int loc_ScreenCenterRefractReflect;
1709         int loc_RefractColor;
1710         int loc_ReflectColor;
1711         int loc_ReflectFactor;
1712         int loc_ReflectOffset;
1713         int loc_UserVec1;
1714         int loc_UserVec2;
1715         int loc_UserVec3;
1716         int loc_UserVec4;
1717         int loc_ClientTime;
1718         int loc_PixelSize;
1719         int loc_Saturation;
1720         int loc_ShadowMap_TextureScale;
1721         int loc_ShadowMap_Parameters;
1722 }
1723 r_glsl_permutation_t;
1724
1725 #define SHADERPERMUTATION_HASHSIZE 256
1726
1727 /// information about each possible shader permutation
1728 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1729 /// currently selected permutation
1730 r_glsl_permutation_t *r_glsl_permutation;
1731 /// storage for permutations linked in the hash table
1732 memexpandablearray_t r_glsl_permutationarray;
1733
1734 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1735 {
1736         //unsigned int hashdepth = 0;
1737         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1738         r_glsl_permutation_t *p;
1739         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1740         {
1741                 if (p->mode == mode && p->permutation == permutation)
1742                 {
1743                         //if (hashdepth > 10)
1744                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1745                         return p;
1746                 }
1747                 //hashdepth++;
1748         }
1749         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1750         p->mode = mode;
1751         p->permutation = permutation;
1752         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1753         r_glsl_permutationhash[mode][hashindex] = p;
1754         //if (hashdepth > 10)
1755         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1756         return p;
1757 }
1758
1759 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1760 {
1761         char *shaderstring;
1762         if (!filename || !filename[0])
1763                 return NULL;
1764         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1765         if (shaderstring)
1766         {
1767                 if (printfromdisknotice)
1768                         Con_DPrint("from disk... ");
1769                 return shaderstring;
1770         }
1771         else if (!strcmp(filename, "glsl/default.glsl"))
1772         {
1773                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1774                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1775         }
1776         return shaderstring;
1777 }
1778
1779 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1780 {
1781         int i;
1782         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1783         int vertstrings_count = 0;
1784         int geomstrings_count = 0;
1785         int fragstrings_count = 0;
1786         char *vertexstring, *geometrystring, *fragmentstring;
1787         const char *vertstrings_list[32+3];
1788         const char *geomstrings_list[32+3];
1789         const char *fragstrings_list[32+3];
1790         char permutationname[256];
1791
1792         if (p->compiled)
1793                 return;
1794         p->compiled = true;
1795         p->program = 0;
1796
1797         permutationname[0] = 0;
1798         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1799         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1800         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1801
1802         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1803
1804         // the first pretext is which type of shader to compile as
1805         // (later these will all be bound together as a program object)
1806         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1807         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1808         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1809
1810         // the second pretext is the mode (for example a light source)
1811         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1812         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1813         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1814         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1815
1816         // now add all the permutation pretexts
1817         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1818         {
1819                 if (permutation & (1<<i))
1820                 {
1821                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1822                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1823                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1824                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1825                 }
1826                 else
1827                 {
1828                         // keep line numbers correct
1829                         vertstrings_list[vertstrings_count++] = "\n";
1830                         geomstrings_list[geomstrings_count++] = "\n";
1831                         fragstrings_list[fragstrings_count++] = "\n";
1832                 }
1833         }
1834
1835         // now append the shader text itself
1836         vertstrings_list[vertstrings_count++] = vertexstring;
1837         geomstrings_list[geomstrings_count++] = geometrystring;
1838         fragstrings_list[fragstrings_count++] = fragmentstring;
1839
1840         // if any sources were NULL, clear the respective list
1841         if (!vertexstring)
1842                 vertstrings_count = 0;
1843         if (!geometrystring)
1844                 geomstrings_count = 0;
1845         if (!fragmentstring)
1846                 fragstrings_count = 0;
1847
1848         // compile the shader program
1849         if (vertstrings_count + geomstrings_count + fragstrings_count)
1850                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1851         if (p->program)
1852         {
1853                 CHECKGLERROR
1854                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1855                 // look up all the uniform variable names we care about, so we don't
1856                 // have to look them up every time we set them
1857                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1858                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1859                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1860                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1861                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1862                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1863                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1864                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1865                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1866                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1867                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1868                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1869                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1870                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1871                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1872                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1873                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1874                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1875                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1876                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1877                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1878                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1879                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1880                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
1881                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1882                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1883                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1884                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1885                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1886                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
1887                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1888                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1889                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
1890                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1891                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1892                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1893                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1894                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1895                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1896                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1897                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1898                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1899                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1900                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1901                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1902                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1903                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1904                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1905                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1906                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1907                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1908                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1909                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1910                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1911                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1912                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1913                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1914                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1915                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1916                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1917                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1918                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1919                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1920                 // initialize the samplers to refer to the texture units we use
1921                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1922                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1923                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1924                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1925                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1926                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1927                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1928                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1929                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1930                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1931                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1932                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1933                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1934                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1935                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1936                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1937                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1938                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1939                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1940                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1941                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1942                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1943                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1944                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1945                 CHECKGLERROR
1946                 if (developer.integer)
1947                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1948         }
1949         else
1950                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1951
1952         // free the strings
1953         if (vertexstring)
1954                 Mem_Free(vertexstring);
1955         if (geometrystring)
1956                 Mem_Free(geometrystring);
1957         if (fragmentstring)
1958                 Mem_Free(fragmentstring);
1959 }
1960
1961 void R_GLSL_Restart_f(void)
1962 {
1963         unsigned int i, limit;
1964         r_glsl_permutation_t *p;
1965         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1966         for (i = 0;i < limit;i++)
1967         {
1968                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1969                 {
1970                         GL_Backend_FreeProgram(p->program);
1971                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1972                 }
1973         }
1974         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1975 }
1976
1977 void R_GLSL_DumpShader_f(void)
1978 {
1979         int i;
1980
1981         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1982         if(!file)
1983         {
1984                 Con_Printf("failed to write to glsl/default.glsl\n");
1985                 return;
1986         }
1987
1988         FS_Print(file, "/* The engine may define the following macros:\n");
1989         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1990         for (i = 0;i < SHADERMODE_COUNT;i++)
1991                 FS_Print(file, shadermodeinfo[i].pretext);
1992         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1993                 FS_Print(file, shaderpermutationinfo[i].pretext);
1994         FS_Print(file, "*/\n");
1995         FS_Print(file, builtinshaderstring);
1996         FS_Close(file);
1997
1998         Con_Printf("glsl/default.glsl written\n");
1999 }
2000
2001 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
2002 {
2003         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2004         if (r_glsl_permutation != perm)
2005         {
2006                 r_glsl_permutation = perm;
2007                 if (!r_glsl_permutation->program)
2008                 {
2009                         if (!r_glsl_permutation->compiled)
2010                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2011                         if (!r_glsl_permutation->program)
2012                         {
2013                                 // remove features until we find a valid permutation
2014                                 int i;
2015                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2016                                 {
2017                                         // reduce i more quickly whenever it would not remove any bits
2018                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2019                                         if (!(permutation & j))
2020                                                 continue;
2021                                         permutation -= j;
2022                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2023                                         if (!r_glsl_permutation->compiled)
2024                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2025                                         if (r_glsl_permutation->program)
2026                                                 break;
2027                                 }
2028                                 if (i >= SHADERPERMUTATION_COUNT)
2029                                 {
2030                                         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");
2031                                         Cvar_SetValueQuick(&r_glsl, 0);
2032                                         R_GLSL_Restart_f(); // unload shaders
2033                                         return; // no bit left to clear
2034                                 }
2035                         }
2036                 }
2037                 CHECKGLERROR
2038                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2039         }
2040 }
2041
2042 void R_SetupGenericShader(qboolean usetexture)
2043 {
2044         if (gl_support_fragment_shader)
2045         {
2046                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2047                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2048                 else if (r_glsl_permutation)
2049                 {
2050                         r_glsl_permutation = NULL;
2051                         qglUseProgramObjectARB(0);CHECKGLERROR
2052                 }
2053         }
2054 }
2055
2056 void R_SetupGenericTwoTextureShader(int texturemode)
2057 {
2058         if (gl_support_fragment_shader)
2059         {
2060                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2061                         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))));
2062                 else if (r_glsl_permutation)
2063                 {
2064                         r_glsl_permutation = NULL;
2065                         qglUseProgramObjectARB(0);CHECKGLERROR
2066                 }
2067         }
2068         if (!r_glsl_permutation)
2069         {
2070                 if (texturemode == GL_DECAL && gl_combine.integer)
2071                         texturemode = GL_INTERPOLATE_ARB;
2072                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
2073         }
2074 }
2075
2076 void R_SetupDepthOrShadowShader(void)
2077 {
2078         if (gl_support_fragment_shader)
2079         {
2080                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2081                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2082                 else if (r_glsl_permutation)
2083                 {
2084                         r_glsl_permutation = NULL;
2085                         qglUseProgramObjectARB(0);CHECKGLERROR
2086                 }
2087         }
2088 }
2089
2090 void R_SetupShowDepthShader(void)
2091 {
2092         if (gl_support_fragment_shader)
2093         {
2094                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2095                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2096                 else if (r_glsl_permutation)
2097                 {
2098                         r_glsl_permutation = NULL;
2099                         qglUseProgramObjectARB(0);CHECKGLERROR
2100                 }
2101         }
2102 }
2103
2104 extern rtexture_t *r_shadow_attenuationgradienttexture;
2105 extern rtexture_t *r_shadow_attenuation2dtexture;
2106 extern rtexture_t *r_shadow_attenuation3dtexture;
2107 extern qboolean r_shadow_usingshadowmaprect;
2108 extern qboolean r_shadow_usingshadowmapcube;
2109 extern qboolean r_shadow_usingshadowmap2d;
2110 extern float r_shadow_shadowmap_texturescale[2];
2111 extern float r_shadow_shadowmap_parameters[4];
2112 extern qboolean r_shadow_shadowmapvsdct;
2113 extern qboolean r_shadow_shadowmapsampler;
2114 extern int r_shadow_shadowmappcf;
2115 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2116 {
2117         // select a permutation of the lighting shader appropriate to this
2118         // combination of texture, entity, light source, and fogging, only use the
2119         // minimum features necessary to avoid wasting rendering time in the
2120         // fragment shader on features that are not being used
2121         unsigned int permutation = 0;
2122         unsigned int mode = 0;
2123         // TODO: implement geometry-shader based shadow volumes someday
2124         if (r_glsl_offsetmapping.integer)
2125         {
2126                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2127                 if (r_glsl_offsetmapping_reliefmapping.integer)
2128                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2129         }
2130         if (rsurfacepass == RSURFPASS_BACKGROUND)
2131         {
2132                 // distorted background
2133                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2134                         mode = SHADERMODE_WATER;
2135                 else
2136                         mode = SHADERMODE_REFRACTION;
2137         }
2138         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2139         {
2140                 // light source
2141                 mode = SHADERMODE_LIGHTSOURCE;
2142                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2143                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2144                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2145                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2146                 if (diffusescale > 0)
2147                         permutation |= SHADERPERMUTATION_DIFFUSE;
2148                 if (specularscale > 0)
2149                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2150                 if (r_refdef.fogenabled)
2151                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2152                 if (rsurface.texture->colormapping)
2153                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2154                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2155                 {
2156                         if (r_shadow_usingshadowmaprect)
2157                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2158                         if (r_shadow_usingshadowmap2d)
2159                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2160                         if (r_shadow_usingshadowmapcube)
2161                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2162                         else if(r_shadow_shadowmapvsdct)
2163                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2164
2165                         if (r_shadow_shadowmapsampler)
2166                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2167                         if (r_shadow_shadowmappcf > 1)
2168                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2169                         else if (r_shadow_shadowmappcf)
2170                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2171                 }
2172         }
2173         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2174         {
2175                 // unshaded geometry (fullbright or ambient model lighting)
2176                 mode = SHADERMODE_FLATCOLOR;
2177                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2178                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2179                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2180                         permutation |= SHADERPERMUTATION_GLOW;
2181                 if (r_refdef.fogenabled)
2182                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2183                 if (rsurface.texture->colormapping)
2184                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2185                 if (r_glsl_offsetmapping.integer)
2186                 {
2187                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2188                         if (r_glsl_offsetmapping_reliefmapping.integer)
2189                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2190                 }
2191                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2192                         permutation |= SHADERPERMUTATION_REFLECTION;
2193         }
2194         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2195         {
2196                 // directional model lighting
2197                 mode = SHADERMODE_LIGHTDIRECTION;
2198                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2199                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2200                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2201                         permutation |= SHADERPERMUTATION_GLOW;
2202                 permutation |= SHADERPERMUTATION_DIFFUSE;
2203                 if (specularscale > 0)
2204                         permutation |= SHADERPERMUTATION_SPECULAR;
2205                 if (r_refdef.fogenabled)
2206                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2207                 if (rsurface.texture->colormapping)
2208                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2209                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2210                         permutation |= SHADERPERMUTATION_REFLECTION;
2211         }
2212         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2213         {
2214                 // ambient model lighting
2215                 mode = SHADERMODE_LIGHTDIRECTION;
2216                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2217                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2218                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2219                         permutation |= SHADERPERMUTATION_GLOW;
2220                 if (r_refdef.fogenabled)
2221                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2222                 if (rsurface.texture->colormapping)
2223                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2224                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2225                         permutation |= SHADERPERMUTATION_REFLECTION;
2226         }
2227         else
2228         {
2229                 // lightmapped wall
2230                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2231                 {
2232                         // deluxemapping (light direction texture)
2233                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2234                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2235                         else
2236                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2237                         permutation |= SHADERPERMUTATION_DIFFUSE;
2238                         if (specularscale > 0)
2239                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2240                 }
2241                 else if (r_glsl_deluxemapping.integer >= 2)
2242                 {
2243                         // fake deluxemapping (uniform light direction in tangentspace)
2244                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2245                         permutation |= SHADERPERMUTATION_DIFFUSE;
2246                         if (specularscale > 0)
2247                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2248                 }
2249                 else if (rsurface.uselightmaptexture)
2250                 {
2251                         // ordinary lightmapping (q1bsp, q3bsp)
2252                         mode = SHADERMODE_LIGHTMAP;
2253                 }
2254                 else
2255                 {
2256                         // ordinary vertex coloring (q3bsp)
2257                         mode = SHADERMODE_VERTEXCOLOR;
2258                 }
2259                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2260                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2261                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2262                         permutation |= SHADERPERMUTATION_GLOW;
2263                 if (r_refdef.fogenabled)
2264                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2265                 if (rsurface.texture->colormapping)
2266                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2267                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2268                         permutation |= SHADERPERMUTATION_REFLECTION;
2269         }
2270         if(permutation & SHADERPERMUTATION_SPECULAR)
2271                 if(r_shadow_glossexact.integer)
2272                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2273         R_SetupShader_SetPermutation(mode, permutation);
2274         if (mode == SHADERMODE_LIGHTSOURCE)
2275         {
2276                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2277                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2278                 {
2279                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2280                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2281                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2282                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2283                 }
2284                 else
2285                 {
2286                         // ambient only is simpler
2287                         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]);
2288                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2289                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2290                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2291                 }
2292                 // additive passes are only darkened by fog, not tinted
2293                 if (r_glsl_permutation->loc_FogColor >= 0)
2294                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2295                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2296                 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]);
2297         }
2298         else
2299         {
2300                 if (mode == SHADERMODE_LIGHTDIRECTION)
2301                 {
2302                         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);
2303                         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);
2304                         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);
2305                         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]);
2306                 }
2307                 else
2308                 {
2309                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2310                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2311                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2312                 }
2313                 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]);
2314                 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2315                 // additive passes are only darkened by fog, not tinted
2316                 if (r_glsl_permutation->loc_FogColor >= 0)
2317                 {
2318                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2319                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2320                         else
2321                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2322                 }
2323                 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);
2324                 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]);
2325                 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]);
2326                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2327                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2328                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2329                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2330         }
2331         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2332         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2333         if (r_glsl_permutation->loc_Color_Pants >= 0)
2334         {
2335                 if (rsurface.texture->currentskinframe->pants)
2336                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2337                 else
2338                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2339         }
2340         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2341         {
2342                 if (rsurface.texture->currentskinframe->shirt)
2343                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2344                 else
2345                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2346         }
2347         if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2348         if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2349         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2350         if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2351         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2352         {
2353                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2354         }
2355         else
2356         {
2357                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2358         }
2359         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2360         CHECKGLERROR
2361 }
2362
2363 #define SKINFRAME_HASH 1024
2364
2365 typedef struct
2366 {
2367         int loadsequence; // incremented each level change
2368         memexpandablearray_t array;
2369         skinframe_t *hash[SKINFRAME_HASH];
2370 }
2371 r_skinframe_t;
2372 r_skinframe_t r_skinframe;
2373
2374 void R_SkinFrame_PrepareForPurge(void)
2375 {
2376         r_skinframe.loadsequence++;
2377         // wrap it without hitting zero
2378         if (r_skinframe.loadsequence >= 200)
2379                 r_skinframe.loadsequence = 1;
2380 }
2381
2382 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2383 {
2384         if (!skinframe)
2385                 return;
2386         // mark the skinframe as used for the purging code
2387         skinframe->loadsequence = r_skinframe.loadsequence;
2388 }
2389
2390 void R_SkinFrame_Purge(void)
2391 {
2392         int i;
2393         skinframe_t *s;
2394         for (i = 0;i < SKINFRAME_HASH;i++)
2395         {
2396                 for (s = r_skinframe.hash[i];s;s = s->next)
2397                 {
2398                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2399                         {
2400                                 if (s->merged == s->base)
2401                                         s->merged = NULL;
2402                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2403                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2404                                 R_PurgeTexture(s->merged);s->merged = NULL;
2405                                 R_PurgeTexture(s->base  );s->base   = NULL;
2406                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2407                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2408                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2409                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2410                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2411                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2412                                 s->loadsequence = 0;
2413                         }
2414                 }
2415         }
2416 }
2417
2418 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2419         skinframe_t *item;
2420         char basename[MAX_QPATH];
2421
2422         Image_StripImageExtension(name, basename, sizeof(basename));
2423
2424         if( last == NULL ) {
2425                 int hashindex;
2426                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2427                 item = r_skinframe.hash[hashindex];
2428         } else {
2429                 item = last->next;
2430         }
2431
2432         // linearly search through the hash bucket
2433         for( ; item ; item = item->next ) {
2434                 if( !strcmp( item->basename, basename ) ) {
2435                         return item;
2436                 }
2437         }
2438         return NULL;
2439 }
2440
2441 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2442 {
2443         skinframe_t *item;
2444         int hashindex;
2445         char basename[MAX_QPATH];
2446
2447         Image_StripImageExtension(name, basename, sizeof(basename));
2448
2449         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2450         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2451                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2452                         break;
2453
2454         if (!item) {
2455                 rtexture_t *dyntexture;
2456                 // check whether its a dynamic texture
2457                 dyntexture = CL_GetDynTexture( basename );
2458                 if (!add && !dyntexture)
2459                         return NULL;
2460                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2461                 memset(item, 0, sizeof(*item));
2462                 strlcpy(item->basename, basename, sizeof(item->basename));
2463                 item->base = dyntexture; // either NULL or dyntexture handle
2464                 item->textureflags = textureflags;
2465                 item->comparewidth = comparewidth;
2466                 item->compareheight = compareheight;
2467                 item->comparecrc = comparecrc;
2468                 item->next = r_skinframe.hash[hashindex];
2469                 r_skinframe.hash[hashindex] = item;
2470         }
2471         else if( item->base == NULL )
2472         {
2473                 rtexture_t *dyntexture;
2474                 // check whether its a dynamic texture
2475                 // 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]
2476                 dyntexture = CL_GetDynTexture( basename );
2477                 item->base = dyntexture; // either NULL or dyntexture handle
2478         }
2479
2480         R_SkinFrame_MarkUsed(item);
2481         return item;
2482 }
2483
2484 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2485         { \
2486                 unsigned long long avgcolor[5], wsum; \
2487                 int pix, comp, w; \
2488                 avgcolor[0] = 0; \
2489                 avgcolor[1] = 0; \
2490                 avgcolor[2] = 0; \
2491                 avgcolor[3] = 0; \
2492                 avgcolor[4] = 0; \
2493                 wsum = 0; \
2494                 for(pix = 0; pix < cnt; ++pix) \
2495                 { \
2496                         w = 0; \
2497                         for(comp = 0; comp < 3; ++comp) \
2498                                 w += getpixel; \
2499                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2500                         { \
2501                                 ++wsum; \
2502                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2503                                 w = getpixel; \
2504                                 for(comp = 0; comp < 3; ++comp) \
2505                                         avgcolor[comp] += getpixel * w; \
2506                                 avgcolor[3] += w; \
2507                         } \
2508                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2509                         avgcolor[4] += getpixel; \
2510                 } \
2511                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2512                         avgcolor[3] = 1; \
2513                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2514                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2515                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2516                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2517         }
2518
2519 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2520 {
2521         int j;
2522         unsigned char *pixels;
2523         unsigned char *bumppixels;
2524         unsigned char *basepixels = NULL;
2525         int basepixels_width;
2526         int basepixels_height;
2527         skinframe_t *skinframe;
2528
2529         if (cls.state == ca_dedicated)
2530                 return NULL;
2531
2532         // return an existing skinframe if already loaded
2533         // if loading of the first image fails, don't make a new skinframe as it
2534         // would cause all future lookups of this to be missing
2535         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2536         if (skinframe && skinframe->base)
2537                 return skinframe;
2538
2539         basepixels = loadimagepixelsbgra(name, complain, true);
2540         if (basepixels == NULL)
2541                 return NULL;
2542
2543         if (developer_loading.integer)
2544                 Con_Printf("loading skin \"%s\"\n", name);
2545
2546         // we've got some pixels to store, so really allocate this new texture now
2547         if (!skinframe)
2548                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2549         skinframe->stain = NULL;
2550         skinframe->merged = NULL;
2551         skinframe->base = r_texture_notexture;
2552         skinframe->pants = NULL;
2553         skinframe->shirt = NULL;
2554         skinframe->nmap = r_texture_blanknormalmap;
2555         skinframe->gloss = NULL;
2556         skinframe->glow = NULL;
2557         skinframe->fog = NULL;
2558         skinframe->hasalpha = false;
2559
2560         basepixels_width = image_width;
2561         basepixels_height = image_height;
2562         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);
2563
2564         if (textureflags & TEXF_ALPHA)
2565         {
2566                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2567                 {
2568                         if (basepixels[j] < 255)
2569                         {
2570                                 skinframe->hasalpha = true;
2571                                 break;
2572                         }
2573                 }
2574                 if (r_loadfog && skinframe->hasalpha)
2575                 {
2576                         // has transparent pixels
2577                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2578                         for (j = 0;j < image_width * image_height * 4;j += 4)
2579                         {
2580                                 pixels[j+0] = 255;
2581                                 pixels[j+1] = 255;
2582                                 pixels[j+2] = 255;
2583                                 pixels[j+3] = basepixels[j+3];
2584                         }
2585                         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);
2586                         Mem_Free(pixels);
2587                 }
2588         }
2589
2590         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2591         //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]);
2592
2593         // _norm is the name used by tenebrae and has been adopted as standard
2594         if (r_loadnormalmap)
2595         {
2596                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2597                 {
2598                         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);
2599                         Mem_Free(pixels);
2600                         pixels = NULL;
2601                 }
2602                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2603                 {
2604                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2605                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2606                         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);
2607                         Mem_Free(pixels);
2608                         Mem_Free(bumppixels);
2609                 }
2610                 else if (r_shadow_bumpscale_basetexture.value > 0)
2611                 {
2612                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2613                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2614                         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);
2615                         Mem_Free(pixels);
2616                 }
2617         }
2618         // _luma is supported for tenebrae compatibility
2619         // (I think it's a very stupid name, but oh well)
2620         // _glow is the preferred name
2621         if ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {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;}
2622         if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {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;}
2623         if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {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;}
2624         if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {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;}
2625
2626         if (basepixels)
2627                 Mem_Free(basepixels);
2628
2629         return skinframe;
2630 }
2631
2632 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2633 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2634 {
2635         int i;
2636         unsigned char *temp1, *temp2;
2637         skinframe_t *skinframe;
2638
2639         if (cls.state == ca_dedicated)
2640                 return NULL;
2641
2642         // if already loaded just return it, otherwise make a new skinframe
2643         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2644         if (skinframe && skinframe->base)
2645                 return skinframe;
2646
2647         skinframe->stain = NULL;
2648         skinframe->merged = NULL;
2649         skinframe->base = r_texture_notexture;
2650         skinframe->pants = NULL;
2651         skinframe->shirt = NULL;
2652         skinframe->nmap = r_texture_blanknormalmap;
2653         skinframe->gloss = NULL;
2654         skinframe->glow = NULL;
2655         skinframe->fog = NULL;
2656         skinframe->hasalpha = false;
2657
2658         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2659         if (!skindata)
2660                 return NULL;
2661
2662         if (developer_loading.integer)
2663                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2664
2665         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2666         {
2667                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2668                 temp2 = temp1 + width * height * 4;
2669                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2670                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2671                 Mem_Free(temp1);
2672         }
2673         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2674         if (textureflags & TEXF_ALPHA)
2675         {
2676                 for (i = 3;i < width * height * 4;i += 4)
2677                 {
2678                         if (skindata[i] < 255)
2679                         {
2680                                 skinframe->hasalpha = true;
2681                                 break;
2682                         }
2683                 }
2684                 if (r_loadfog && skinframe->hasalpha)
2685                 {
2686                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2687                         memcpy(fogpixels, skindata, width * height * 4);
2688                         for (i = 0;i < width * height * 4;i += 4)
2689                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2690                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2691                         Mem_Free(fogpixels);
2692                 }
2693         }
2694
2695         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2696         //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]);
2697
2698         return skinframe;
2699 }
2700
2701 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2702 {
2703         int i;
2704         int featuresmask;
2705         skinframe_t *skinframe;
2706
2707         if (cls.state == ca_dedicated)
2708                 return NULL;
2709
2710         // if already loaded just return it, otherwise make a new skinframe
2711         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2712         if (skinframe && skinframe->base)
2713                 return skinframe;
2714
2715         skinframe->stain = NULL;
2716         skinframe->merged = NULL;
2717         skinframe->base = r_texture_notexture;
2718         skinframe->pants = NULL;
2719         skinframe->shirt = NULL;
2720         skinframe->nmap = r_texture_blanknormalmap;
2721         skinframe->gloss = NULL;
2722         skinframe->glow = NULL;
2723         skinframe->fog = NULL;
2724         skinframe->hasalpha = false;
2725
2726         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2727         if (!skindata)
2728                 return NULL;
2729
2730         if (developer_loading.integer)
2731                 Con_Printf("loading quake skin \"%s\"\n", name);
2732
2733         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2734         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
2735         memcpy(skinframe->qpixels, skindata, width*height);
2736         skinframe->qwidth = width;
2737         skinframe->qheight = height;
2738
2739         featuresmask = 0;
2740         for (i = 0;i < width * height;i++)
2741                 featuresmask |= palette_featureflags[skindata[i]];
2742
2743         skinframe->hasalpha = false;
2744         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2745         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2746         skinframe->qgeneratemerged = true;
2747         skinframe->qgeneratebase = skinframe->qhascolormapping;
2748         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2749
2750         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2751         //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]);
2752
2753         return skinframe;
2754 }
2755
2756 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2757 {
2758         int width;
2759         int height;
2760         unsigned char *skindata;
2761
2762         if (!skinframe->qpixels)
2763                 return;
2764
2765         if (!skinframe->qhascolormapping)
2766                 colormapped = false;
2767
2768         if (colormapped)
2769         {
2770                 if (!skinframe->qgeneratebase)
2771                         return;
2772         }
2773         else
2774         {
2775                 if (!skinframe->qgeneratemerged)
2776                         return;
2777         }
2778
2779         width = skinframe->qwidth;
2780         height = skinframe->qheight;
2781         skindata = skinframe->qpixels;
2782
2783         if (skinframe->qgeneratenmap)
2784         {
2785                 unsigned char *temp1, *temp2;
2786                 skinframe->qgeneratenmap = false;
2787                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2788                 temp2 = temp1 + width * height * 4;
2789                 // use either a custom palette or the quake palette
2790                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2791                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2792                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2793                 Mem_Free(temp1);
2794         }
2795
2796         if (skinframe->qgenerateglow)
2797         {
2798                 skinframe->qgenerateglow = false;
2799                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
2800         }
2801
2802         if (colormapped)
2803         {
2804                 skinframe->qgeneratebase = false;
2805                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2806                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
2807                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
2808         }
2809         else
2810         {
2811                 skinframe->qgeneratemerged = false;
2812                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2813         }
2814
2815         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2816         {
2817                 Mem_Free(skinframe->qpixels);
2818                 skinframe->qpixels = NULL;
2819         }
2820 }
2821
2822 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2823 {
2824         int i;
2825         skinframe_t *skinframe;
2826
2827         if (cls.state == ca_dedicated)
2828                 return NULL;
2829
2830         // if already loaded just return it, otherwise make a new skinframe
2831         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2832         if (skinframe && skinframe->base)
2833                 return skinframe;
2834
2835         skinframe->stain = NULL;
2836         skinframe->merged = NULL;
2837         skinframe->base = r_texture_notexture;
2838         skinframe->pants = NULL;
2839         skinframe->shirt = NULL;
2840         skinframe->nmap = r_texture_blanknormalmap;
2841         skinframe->gloss = NULL;
2842         skinframe->glow = NULL;
2843         skinframe->fog = NULL;
2844         skinframe->hasalpha = false;
2845
2846         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2847         if (!skindata)
2848                 return NULL;
2849
2850         if (developer_loading.integer)
2851                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2852
2853         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
2854         if (textureflags & TEXF_ALPHA)
2855         {
2856                 for (i = 0;i < width * height;i++)
2857                 {
2858                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2859                         {
2860                                 skinframe->hasalpha = true;
2861                                 break;
2862                         }
2863                 }
2864                 if (r_loadfog && skinframe->hasalpha)
2865                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
2866         }
2867
2868         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2869         //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]);
2870
2871         return skinframe;
2872 }
2873
2874 skinframe_t *R_SkinFrame_LoadMissing(void)
2875 {
2876         skinframe_t *skinframe;
2877
2878         if (cls.state == ca_dedicated)
2879                 return NULL;
2880
2881         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2882         skinframe->stain = NULL;
2883         skinframe->merged = NULL;
2884         skinframe->base = r_texture_notexture;
2885         skinframe->pants = NULL;
2886         skinframe->shirt = NULL;
2887         skinframe->nmap = r_texture_blanknormalmap;
2888         skinframe->gloss = NULL;
2889         skinframe->glow = NULL;
2890         skinframe->fog = NULL;
2891         skinframe->hasalpha = false;
2892
2893         skinframe->avgcolor[0] = rand() / RAND_MAX;
2894         skinframe->avgcolor[1] = rand() / RAND_MAX;
2895         skinframe->avgcolor[2] = rand() / RAND_MAX;
2896         skinframe->avgcolor[3] = 1;
2897
2898         return skinframe;
2899 }
2900
2901 void R_Main_FreeViewCache(void)
2902 {
2903         if (r_refdef.viewcache.entityvisible)
2904                 Mem_Free(r_refdef.viewcache.entityvisible);
2905         if (r_refdef.viewcache.world_pvsbits)
2906                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2907         if (r_refdef.viewcache.world_leafvisible)
2908                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2909         if (r_refdef.viewcache.world_surfacevisible)
2910                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2911         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2912 }
2913
2914 void R_Main_ResizeViewCache(void)
2915 {
2916         int numentities = r_refdef.scene.numentities;
2917         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2918         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2919         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2920         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2921         if (r_refdef.viewcache.maxentities < numentities)
2922         {
2923                 r_refdef.viewcache.maxentities = numentities;
2924                 if (r_refdef.viewcache.entityvisible)
2925                         Mem_Free(r_refdef.viewcache.entityvisible);
2926                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2927         }
2928         if (r_refdef.viewcache.world_numclusters != numclusters)
2929         {
2930                 r_refdef.viewcache.world_numclusters = numclusters;
2931                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2932                 if (r_refdef.viewcache.world_pvsbits)
2933                         Mem_Free(r_refdef.viewcache.world_pvsbits);
2934                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2935         }
2936         if (r_refdef.viewcache.world_numleafs != numleafs)
2937         {
2938                 r_refdef.viewcache.world_numleafs = numleafs;
2939                 if (r_refdef.viewcache.world_leafvisible)
2940                         Mem_Free(r_refdef.viewcache.world_leafvisible);
2941                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2942         }
2943         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2944         {
2945                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2946                 if (r_refdef.viewcache.world_surfacevisible)
2947                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
2948                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2949         }
2950 }
2951
2952 void gl_main_start(void)
2953 {
2954         r_loadnormalmap = r_glsl.integer || gl_combine.integer;
2955         r_loadgloss = r_glsl.integer || gl_combine.integer;
2956         r_loadfog = !r_glsl.integer;
2957
2958         r_numqueries = 0;
2959         r_maxqueries = 0;
2960         memset(r_queries, 0, sizeof(r_queries));
2961
2962         r_qwskincache = NULL;
2963         r_qwskincache_size = 0;
2964
2965         // set up r_skinframe loading system for textures
2966         memset(&r_skinframe, 0, sizeof(r_skinframe));
2967         r_skinframe.loadsequence = 1;
2968         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2969
2970         r_main_texturepool = R_AllocTexturePool();
2971         R_BuildBlankTextures();
2972         R_BuildNoTexture();
2973         if (gl_texturecubemap)
2974         {
2975                 R_BuildWhiteCube();
2976                 R_BuildNormalizationCube();
2977         }
2978         r_texture_fogattenuation = NULL;
2979         r_texture_gammaramps = NULL;
2980         //r_texture_fogintensity = NULL;
2981         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2982         memset(&r_waterstate, 0, sizeof(r_waterstate));
2983         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2984         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2985         memset(&r_svbsp, 0, sizeof (r_svbsp));
2986
2987         r_refdef.fogmasktable_density = 0;
2988 }
2989
2990 extern rtexture_t *loadingscreentexture;
2991 void gl_main_shutdown(void)
2992 {
2993         R_Main_FreeViewCache();
2994
2995         if (r_maxqueries)
2996                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2997
2998         r_numqueries = 0;
2999         r_maxqueries = 0;
3000         memset(r_queries, 0, sizeof(r_queries));
3001
3002         r_qwskincache = NULL;
3003         r_qwskincache_size = 0;
3004
3005         // clear out the r_skinframe state
3006         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3007         memset(&r_skinframe, 0, sizeof(r_skinframe));
3008
3009         if (r_svbsp.nodes)
3010                 Mem_Free(r_svbsp.nodes);
3011         memset(&r_svbsp, 0, sizeof (r_svbsp));
3012         R_FreeTexturePool(&r_main_texturepool);
3013         loadingscreentexture = NULL;
3014         r_texture_blanknormalmap = NULL;
3015         r_texture_white = NULL;
3016         r_texture_grey128 = NULL;
3017         r_texture_black = NULL;
3018         r_texture_whitecube = NULL;
3019         r_texture_normalizationcube = NULL;
3020         r_texture_fogattenuation = NULL;
3021         r_texture_gammaramps = NULL;
3022         //r_texture_fogintensity = NULL;
3023         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3024         memset(&r_waterstate, 0, sizeof(r_waterstate));
3025         R_GLSL_Restart_f();
3026 }
3027
3028 extern void CL_ParseEntityLump(char *entitystring);
3029 void gl_main_newmap(void)
3030 {
3031         // FIXME: move this code to client
3032         int l;
3033         char *entities, entname[MAX_QPATH];
3034         if (r_qwskincache)
3035                 Mem_Free(r_qwskincache);
3036         r_qwskincache = NULL;
3037         r_qwskincache_size = 0;
3038         if (cl.worldmodel)
3039         {
3040                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
3041                 l = (int)strlen(entname) - 4;
3042                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
3043                 {
3044                         memcpy(entname + l, ".ent", 5);
3045                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3046                         {
3047                                 CL_ParseEntityLump(entities);
3048                                 Mem_Free(entities);
3049                                 return;
3050                         }
3051                 }
3052                 if (cl.worldmodel->brush.entities)
3053                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3054         }
3055         R_Main_FreeViewCache();
3056 }
3057
3058 void GL_Main_Init(void)
3059 {
3060         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3061
3062         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3063         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3064         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3065         if (gamemode == GAME_NEHAHRA)
3066         {
3067                 Cvar_RegisterVariable (&gl_fogenable);
3068                 Cvar_RegisterVariable (&gl_fogdensity);
3069                 Cvar_RegisterVariable (&gl_fogred);
3070                 Cvar_RegisterVariable (&gl_foggreen);
3071                 Cvar_RegisterVariable (&gl_fogblue);
3072                 Cvar_RegisterVariable (&gl_fogstart);
3073                 Cvar_RegisterVariable (&gl_fogend);
3074                 Cvar_RegisterVariable (&gl_skyclip);
3075         }
3076         Cvar_RegisterVariable(&r_motionblur);
3077         Cvar_RegisterVariable(&r_motionblur_maxblur);
3078         Cvar_RegisterVariable(&r_motionblur_bmin);
3079         Cvar_RegisterVariable(&r_motionblur_vmin);
3080         Cvar_RegisterVariable(&r_motionblur_vmax);
3081         Cvar_RegisterVariable(&r_motionblur_vcoeff);
3082         Cvar_RegisterVariable(&r_motionblur_randomize);
3083         Cvar_RegisterVariable(&r_damageblur);
3084         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3085         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3086         Cvar_RegisterVariable(&r_equalize_entities_by);
3087         Cvar_RegisterVariable(&r_equalize_entities_to);
3088         Cvar_RegisterVariable(&r_animcache);
3089         Cvar_RegisterVariable(&r_depthfirst);
3090         Cvar_RegisterVariable(&r_useinfinitefarclip);
3091         Cvar_RegisterVariable(&r_farclip_base);
3092         Cvar_RegisterVariable(&r_farclip_world);
3093         Cvar_RegisterVariable(&r_nearclip);
3094         Cvar_RegisterVariable(&r_showbboxes);
3095         Cvar_RegisterVariable(&r_showsurfaces);
3096         Cvar_RegisterVariable(&r_showtris);
3097         Cvar_RegisterVariable(&r_shownormals);
3098         Cvar_RegisterVariable(&r_showlighting);
3099         Cvar_RegisterVariable(&r_showshadowvolumes);
3100         Cvar_RegisterVariable(&r_showcollisionbrushes);
3101         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3102         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3103         Cvar_RegisterVariable(&r_showdisabledepthtest);
3104         Cvar_RegisterVariable(&r_drawportals);
3105         Cvar_RegisterVariable(&r_drawentities);
3106         Cvar_RegisterVariable(&r_cullentities_trace);
3107         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3108         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3109         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3110         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3111         Cvar_RegisterVariable(&r_drawviewmodel);
3112         Cvar_RegisterVariable(&r_speeds);
3113         Cvar_RegisterVariable(&r_fullbrights);
3114         Cvar_RegisterVariable(&r_wateralpha);
3115         Cvar_RegisterVariable(&r_dynamic);
3116         Cvar_RegisterVariable(&r_fullbright);
3117         Cvar_RegisterVariable(&r_shadows);
3118         Cvar_RegisterVariable(&r_shadows_darken);
3119         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3120         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3121         Cvar_RegisterVariable(&r_shadows_throwdistance);
3122         Cvar_RegisterVariable(&r_shadows_throwdirection);
3123         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3124         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3125         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3126         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3127         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3128         Cvar_RegisterVariable(&r_fog_exp2);
3129         Cvar_RegisterVariable(&r_drawfog);
3130         Cvar_RegisterVariable(&r_textureunits);
3131         Cvar_RegisterVariable(&r_glsl);
3132         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3133         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3134         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3135         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3136         Cvar_RegisterVariable(&r_glsl_postprocess);
3137         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3138         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3139         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3140         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3141         Cvar_RegisterVariable(&r_glsl_usegeneric);
3142         Cvar_RegisterVariable(&r_water);
3143         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3144         Cvar_RegisterVariable(&r_water_clippingplanebias);
3145         Cvar_RegisterVariable(&r_water_refractdistort);
3146         Cvar_RegisterVariable(&r_water_reflectdistort);
3147         Cvar_RegisterVariable(&r_lerpsprites);
3148         Cvar_RegisterVariable(&r_lerpmodels);
3149         Cvar_RegisterVariable(&r_lerplightstyles);
3150         Cvar_RegisterVariable(&r_waterscroll);
3151         Cvar_RegisterVariable(&r_bloom);
3152         Cvar_RegisterVariable(&r_bloom_colorscale);
3153         Cvar_RegisterVariable(&r_bloom_brighten);
3154         Cvar_RegisterVariable(&r_bloom_blur);
3155         Cvar_RegisterVariable(&r_bloom_resolution);
3156         Cvar_RegisterVariable(&r_bloom_colorexponent);
3157         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3158         Cvar_RegisterVariable(&r_hdr);
3159         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3160         Cvar_RegisterVariable(&r_hdr_glowintensity);
3161         Cvar_RegisterVariable(&r_hdr_range);
3162         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3163         Cvar_RegisterVariable(&developer_texturelogging);
3164         Cvar_RegisterVariable(&gl_lightmaps);
3165         Cvar_RegisterVariable(&r_test);
3166         Cvar_RegisterVariable(&r_batchmode);
3167         Cvar_RegisterVariable(&r_glsl_saturation);
3168         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3169                 Cvar_SetValue("r_fullbrights", 0);
3170         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3171
3172         Cvar_RegisterVariable(&r_track_sprites);
3173         Cvar_RegisterVariable(&r_track_sprites_flags);
3174         Cvar_RegisterVariable(&r_track_sprites_scalew);
3175         Cvar_RegisterVariable(&r_track_sprites_scaleh);
3176 }
3177
3178 extern void R_Textures_Init(void);
3179 extern void GL_Draw_Init(void);
3180 extern void GL_Main_Init(void);
3181 extern void R_Shadow_Init(void);
3182 extern void R_Sky_Init(void);
3183 extern void GL_Surf_Init(void);
3184 extern void R_Particles_Init(void);
3185 extern void R_Explosion_Init(void);
3186 extern void gl_backend_init(void);
3187 extern void Sbar_Init(void);
3188 extern void R_LightningBeams_Init(void);
3189 extern void Mod_RenderInit(void);
3190
3191 void Render_Init(void)
3192 {
3193         gl_backend_init();
3194         R_Textures_Init();
3195         GL_Main_Init();
3196         GL_Draw_Init();
3197         R_Shadow_Init();
3198         R_Sky_Init();
3199         GL_Surf_Init();
3200         Sbar_Init();
3201         R_Particles_Init();
3202         R_Explosion_Init();
3203         R_LightningBeams_Init();
3204         Mod_RenderInit();
3205 }
3206
3207 /*
3208 ===============
3209 GL_Init
3210 ===============
3211 */
3212 extern char *ENGINE_EXTENSIONS;
3213 void GL_Init (void)
3214 {
3215         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3216         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3217         gl_version = (const char *)qglGetString(GL_VERSION);
3218         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3219
3220         if (!gl_extensions)
3221                 gl_extensions = "";
3222         if (!gl_platformextensions)
3223                 gl_platformextensions = "";
3224
3225         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3226         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3227         Con_Printf("GL_VERSION: %s\n", gl_version);
3228         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3229         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3230
3231         VID_CheckExtensions();
3232
3233         // LordHavoc: report supported extensions
3234         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3235
3236         // clear to black (loading plaque will be seen over this)
3237         CHECKGLERROR
3238         qglClearColor(0,0,0,1);CHECKGLERROR
3239         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3240 }
3241
3242 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3243 {
3244         int i;
3245         mplane_t *p;
3246         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3247         {
3248                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3249                 if (i == 4)
3250                         continue;
3251                 p = r_refdef.view.frustum + i;
3252                 switch(p->signbits)
3253                 {
3254                 default:
3255                 case 0:
3256                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3257                                 return true;
3258                         break;
3259                 case 1:
3260                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3261                                 return true;
3262                         break;
3263                 case 2:
3264                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3265                                 return true;
3266                         break;
3267                 case 3:
3268                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3269                                 return true;
3270                         break;
3271                 case 4:
3272                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3273                                 return true;
3274                         break;
3275                 case 5:
3276                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3277                                 return true;
3278                         break;
3279                 case 6:
3280                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3281                                 return true;
3282                         break;
3283                 case 7:
3284                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3285                                 return true;
3286                         break;
3287                 }
3288         }
3289         return false;
3290 }
3291
3292 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3293 {
3294         int i;
3295         const mplane_t *p;
3296         for (i = 0;i < numplanes;i++)
3297         {
3298                 p = planes + i;
3299                 switch(p->signbits)
3300                 {
3301                 default:
3302                 case 0:
3303                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3304                                 return true;
3305                         break;
3306                 case 1:
3307                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3308                                 return true;
3309                         break;
3310                 case 2:
3311                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3312                                 return true;
3313                         break;
3314                 case 3:
3315                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3316                                 return true;
3317                         break;
3318                 case 4:
3319                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3320                                 return true;
3321                         break;
3322                 case 5:
3323                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3324                                 return true;
3325                         break;
3326                 case 6:
3327                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3328                                 return true;
3329                         break;
3330                 case 7:
3331                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3332                                 return true;
3333                         break;
3334                 }
3335         }
3336         return false;
3337 }
3338
3339 //==================================================================================
3340
3341 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3342
3343 /**
3344  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3345  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3346  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3347  */
3348
3349 typedef struct r_animcache_entity_s
3350 {
3351         float *vertex3f;
3352         float *normal3f;
3353         float *svector3f;
3354         float *tvector3f;
3355         int maxvertices;
3356         qboolean wantnormals;
3357         qboolean wanttangents;
3358 }
3359 r_animcache_entity_t;
3360
3361 typedef struct r_animcache_s
3362 {
3363         r_animcache_entity_t entity[MAX_EDICTS];
3364         int maxindex;
3365         int currentindex;
3366 }
3367 r_animcache_t;
3368
3369 static r_animcache_t r_animcachestate;
3370
3371 void R_AnimCache_Free(void)
3372 {
3373         int idx;
3374         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3375         {
3376                 r_animcachestate.entity[idx].maxvertices = 0;
3377                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3378                 r_animcachestate.entity[idx].vertex3f = NULL;
3379                 r_animcachestate.entity[idx].normal3f = NULL;
3380                 r_animcachestate.entity[idx].svector3f = NULL;
3381                 r_animcachestate.entity[idx].tvector3f = NULL;
3382         }
3383         r_animcachestate.currentindex = 0;
3384         r_animcachestate.maxindex = 0;
3385 }
3386
3387 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3388 {
3389         int arraySize;
3390         float *base;
3391         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3392
3393         if (cache->maxvertices >= numvertices)
3394                 return;
3395
3396         // Release existing memory
3397         if (cache->vertex3f)
3398                 Mem_Free(cache->vertex3f);
3399
3400         // Pad by 1024 verts
3401         cache->maxvertices = (numvertices + 1023) & ~1023;
3402         arraySize = cache->maxvertices * 3;
3403
3404         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3405         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3406         r_animcachestate.entity[cacheIdx].vertex3f = base;
3407         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3408         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3409         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3410
3411 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3412 }
3413
3414 void R_AnimCache_NewFrame(void)
3415 {
3416         int i;
3417
3418         if (r_animcache.integer && r_drawentities.integer)
3419                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3420         else if (r_animcachestate.maxindex)
3421                 R_AnimCache_Free();
3422
3423         r_animcachestate.currentindex = 0;
3424
3425         for (i = 0;i < r_refdef.scene.numentities;i++)
3426                 r_refdef.scene.entities[i]->animcacheindex = -1;
3427 }
3428
3429 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3430 {
3431         dp_model_t *model = ent->model;
3432         r_animcache_entity_t *c;
3433         // see if it's already cached this frame
3434         if (ent->animcacheindex >= 0)
3435         {
3436                 // add normals/tangents if needed
3437                 c = r_animcachestate.entity + ent->animcacheindex;
3438                 if (c->wantnormals)
3439                         wantnormals = false;
3440                 if (c->wanttangents)
3441                         wanttangents = false;
3442                 if (wantnormals || wanttangents)
3443                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3444         }
3445         else
3446         {
3447                 // see if this ent is worth caching
3448                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3449                         return false;
3450                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3451                         return false;
3452                 // assign it a cache entry and make sure the arrays are big enough
3453                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3454                 ent->animcacheindex = r_animcachestate.currentindex++;
3455                 c = r_animcachestate.entity + ent->animcacheindex;
3456                 c->wantnormals = wantnormals;
3457                 c->wanttangents = wanttangents;
3458                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3459         }
3460         return true;
3461 }
3462
3463 void R_AnimCache_CacheVisibleEntities(void)
3464 {
3465         int i;
3466         qboolean wantnormals;
3467         qboolean wanttangents;
3468
3469         if (!r_animcachestate.maxindex)
3470                 return;
3471
3472         wantnormals = !r_showsurfaces.integer;
3473         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3474
3475         // TODO: thread this?
3476
3477         for (i = 0;i < r_refdef.scene.numentities;i++)
3478         {
3479                 if (!r_refdef.viewcache.entityvisible[i])
3480                         continue;
3481                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3482         }
3483 }
3484
3485 //==================================================================================
3486
3487 static void R_View_UpdateEntityLighting (void)
3488 {
3489         int i;
3490         entity_render_t *ent;
3491         vec3_t tempdiffusenormal, avg;
3492         vec_t f, fa, fd, fdd;
3493
3494         for (i = 0;i < r_refdef.scene.numentities;i++)
3495         {
3496                 ent = r_refdef.scene.entities[i];
3497
3498                 // skip unseen models
3499                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3500                         continue;
3501
3502                 // skip bsp models
3503                 if (ent->model && ent->model->brush.num_leafs)
3504                 {
3505                         // TODO: use modellight for r_ambient settings on world?
3506                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3507                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3508                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3509                         continue;
3510                 }
3511
3512                 // fetch the lighting from the worldmodel data
3513                 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));
3514                 VectorClear(ent->modellight_diffuse);
3515                 VectorClear(tempdiffusenormal);
3516                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3517                 {
3518                         vec3_t org;
3519                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3520                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3521                         if(ent->flags & RENDER_EQUALIZE)
3522                         {
3523                                 // first fix up ambient lighting...
3524                                 if(r_equalize_entities_minambient.value > 0)
3525                                 {
3526                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3527                                         if(fd > 0)
3528                                         {
3529                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3530                                                 if(fa < r_equalize_entities_minambient.value * fd)
3531                                                 {
3532                                                         // solve:
3533                                                         //   fa'/fd' = minambient
3534                                                         //   fa'+0.25*fd' = fa+0.25*fd
3535                                                         //   ...
3536                                                         //   fa' = fd' * minambient
3537                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
3538                                                         //   ...
3539                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3540                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3541                                                         //   ...
3542                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3543                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3544                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3545                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3546                                                 }
3547                                         }
3548                                 }
3549
3550                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3551                                 {
3552                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3553                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3554                                         if(f > 0)
3555                                         {
3556                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3557                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3558                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3559                                         }
3560                                 }
3561                         }
3562                 }
3563                 else // highly rare
3564                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3565
3566                 // move the light direction into modelspace coordinates for lighting code
3567                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3568                 if(VectorLength2(ent->modellight_lightdir) == 0)
3569                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3570                 VectorNormalize(ent->modellight_lightdir);
3571         }
3572 }
3573
3574 #define MAX_LINEOFSIGHTTRACES 64
3575
3576 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3577 {
3578         int i;
3579         vec3_t boxmins, boxmaxs;
3580         vec3_t start;
3581         vec3_t end;
3582         dp_model_t *model = r_refdef.scene.worldmodel;
3583         
3584         if (!model || !model->brush.TraceLineOfSight)
3585                 return true;
3586
3587         // expand the box a little
3588         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3589         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3590         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3591         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3592         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3593         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3594
3595         // try center
3596         VectorCopy(eye, start);
3597         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3598         if (model->brush.TraceLineOfSight(model, start, end))
3599                 return true;
3600
3601         // try various random positions
3602         for (i = 0;i < numsamples;i++)
3603         {
3604                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3605                 if (model->brush.TraceLineOfSight(model, start, end))
3606                         return true;
3607         }
3608
3609         return false;
3610 }
3611
3612
3613 static void R_View_UpdateEntityVisible (void)
3614 {
3615         int i;
3616         int renderimask;
3617         int samples;
3618         entity_render_t *ent;
3619
3620         if (!r_drawentities.integer)
3621                 return;
3622
3623         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3624         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3625         {
3626                 // worldmodel can check visibility
3627                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3628                 for (i = 0;i < r_refdef.scene.numentities;i++)
3629                 {
3630                         ent = r_refdef.scene.entities[i];
3631                         if (!(ent->flags & renderimask))
3632                         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)))
3633                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3634                                 r_refdef.viewcache.entityvisible[i] = true;
3635                 }
3636                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3637                 {
3638                         for (i = 0;i < r_refdef.scene.numentities;i++)
3639                         {
3640                                 ent = r_refdef.scene.entities[i];
3641                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3642                                 {
3643                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3644                                         if (samples < 0)
3645                                                 continue; // temp entities do pvs only
3646                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3647                                                 ent->last_trace_visibility = realtime;
3648                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3649                                                 r_refdef.viewcache.entityvisible[i] = 0;
3650                                 }
3651                         }
3652                 }
3653         }
3654         else
3655         {
3656                 // no worldmodel or it can't check visibility
3657                 for (i = 0;i < r_refdef.scene.numentities;i++)
3658                 {
3659                         ent = r_refdef.scene.entities[i];
3660                         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));
3661                 }
3662         }
3663 }
3664
3665 /// only used if skyrendermasked, and normally returns false
3666 int R_DrawBrushModelsSky (void)
3667 {
3668         int i, sky;
3669         entity_render_t *ent;
3670
3671         if (!r_drawentities.integer)
3672                 return false;
3673
3674         sky = false;
3675         for (i = 0;i < r_refdef.scene.numentities;i++)
3676         {
3677                 if (!r_refdef.viewcache.entityvisible[i])
3678                         continue;
3679                 ent = r_refdef.scene.entities[i];
3680                 if (!ent->model || !ent->model->DrawSky)
3681                         continue;
3682                 ent->model->DrawSky(ent);
3683                 sky = true;
3684         }
3685         return sky;
3686 }
3687
3688 static void R_DrawNoModel(entity_render_t *ent);
3689 static void R_DrawModels(void)
3690 {
3691         int i;
3692         entity_render_t *ent;
3693
3694         if (!r_drawentities.integer)
3695                 return;
3696
3697         for (i = 0;i < r_refdef.scene.numentities;i++)
3698         {
3699                 if (!r_refdef.viewcache.entityvisible[i])
3700                         continue;
3701                 ent = r_refdef.scene.entities[i];
3702                 r_refdef.stats.entities++;
3703                 if (ent->model && ent->model->Draw != NULL)
3704                         ent->model->Draw(ent);
3705                 else
3706                         R_DrawNoModel(ent);
3707         }
3708 }
3709
3710 static void R_DrawModelsDepth(void)
3711 {
3712         int i;
3713         entity_render_t *ent;
3714
3715         if (!r_drawentities.integer)
3716                 return;
3717
3718         for (i = 0;i < r_refdef.scene.numentities;i++)
3719         {
3720                 if (!r_refdef.viewcache.entityvisible[i])
3721                         continue;
3722                 ent = r_refdef.scene.entities[i];
3723                 if (ent->model && ent->model->DrawDepth != NULL)
3724                         ent->model->DrawDepth(ent);
3725         }
3726 }
3727
3728 static void R_DrawModelsDebug(void)
3729 {
3730         int i;
3731         entity_render_t *ent;
3732
3733         if (!r_drawentities.integer)
3734                 return;
3735
3736         for (i = 0;i < r_refdef.scene.numentities;i++)
3737         {
3738                 if (!r_refdef.viewcache.entityvisible[i])
3739                         continue;
3740                 ent = r_refdef.scene.entities[i];
3741                 if (ent->model && ent->model->DrawDebug != NULL)
3742                         ent->model->DrawDebug(ent);
3743         }
3744 }
3745
3746 static void R_DrawModelsAddWaterPlanes(void)
3747 {
3748         int i;
3749         entity_render_t *ent;
3750
3751         if (!r_drawentities.integer)
3752                 return;
3753
3754         for (i = 0;i < r_refdef.scene.numentities;i++)
3755         {
3756                 if (!r_refdef.viewcache.entityvisible[i])
3757                         continue;
3758                 ent = r_refdef.scene.entities[i];
3759                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3760                         ent->model->DrawAddWaterPlanes(ent);
3761         }
3762 }
3763
3764 static void R_View_SetFrustum(void)
3765 {
3766         int i;
3767         double slopex, slopey;
3768         vec3_t forward, left, up, origin;
3769
3770         // we can't trust r_refdef.view.forward and friends in reflected scenes
3771         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3772
3773 #if 0
3774         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3775         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3776         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3777         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3778         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3779         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3780         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3781         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3782         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3783         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3784         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3785         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3786 #endif
3787
3788 #if 0
3789         zNear = r_refdef.nearclip;
3790         nudge = 1.0 - 1.0 / (1<<23);
3791         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3792         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3793         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3794         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3795         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3796         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3797         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3798         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3799 #endif
3800
3801
3802
3803 #if 0
3804         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3805         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3806         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3807         r_refdef.view.frustum[0].dist = m[15] - m[12];
3808
3809         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3810         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3811         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3812         r_refdef.view.frustum[1].dist = m[15] + m[12];
3813
3814         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3815         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3816         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3817         r_refdef.view.frustum[2].dist = m[15] - m[13];
3818
3819         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3820         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3821         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3822         r_refdef.view.frustum[3].dist = m[15] + m[13];
3823
3824         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3825         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3826         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3827         r_refdef.view.frustum[4].dist = m[15] - m[14];
3828
3829         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3830         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3831         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3832         r_refdef.view.frustum[5].dist = m[15] + m[14];
3833 #endif
3834
3835         if (r_refdef.view.useperspective)
3836         {
3837                 slopex = 1.0 / r_refdef.view.frustum_x;
3838                 slopey = 1.0 / r_refdef.view.frustum_y;
3839                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3840                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3841                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3842                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3843                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3844
3845                 // Leaving those out was a mistake, those were in the old code, and they
3846                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3847                 // I couldn't reproduce it after adding those normalizations. --blub
3848                 VectorNormalize(r_refdef.view.frustum[0].normal);
3849                 VectorNormalize(r_refdef.view.frustum[1].normal);
3850                 VectorNormalize(r_refdef.view.frustum[2].normal);
3851                 VectorNormalize(r_refdef.view.frustum[3].normal);
3852
3853                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3854                 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]);
3855                 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]);
3856                 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]);
3857                 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]);
3858
3859                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3860                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3861                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3862                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3863                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3864         }
3865         else
3866         {
3867                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3868                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3869                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3870                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3871                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3872                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3873                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3874                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3875                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3876                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3877         }
3878         r_refdef.view.numfrustumplanes = 5;
3879
3880         if (r_refdef.view.useclipplane)
3881         {
3882                 r_refdef.view.numfrustumplanes = 6;
3883                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3884         }
3885
3886         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3887                 PlaneClassify(r_refdef.view.frustum + i);
3888
3889         // LordHavoc: note to all quake engine coders, Quake had a special case
3890         // for 90 degrees which assumed a square view (wrong), so I removed it,
3891         // Quake2 has it disabled as well.
3892
3893         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3894         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3895         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3896         //PlaneClassify(&frustum[0]);
3897
3898         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3899         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3900         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3901         //PlaneClassify(&frustum[1]);
3902
3903         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3904         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3905         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3906         //PlaneClassify(&frustum[2]);
3907
3908         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3909         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3910         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3911         //PlaneClassify(&frustum[3]);
3912
3913         // nearclip plane
3914         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3915         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3916         //PlaneClassify(&frustum[4]);
3917 }
3918
3919 void R_View_Update(void)
3920 {
3921         R_Main_ResizeViewCache();
3922         R_View_SetFrustum();
3923         R_View_WorldVisibility(r_refdef.view.useclipplane);
3924         R_View_UpdateEntityVisible();
3925         R_View_UpdateEntityLighting();
3926 }
3927
3928 void R_SetupView(qboolean allowwaterclippingplane)
3929 {
3930         const double *customclipplane = NULL;
3931         double plane[4];
3932         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3933         {
3934                 // LordHavoc: couldn't figure out how to make this approach the
3935                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3936                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3937                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3938                         dist = r_refdef.view.clipplane.dist;
3939                 plane[0] = r_refdef.view.clipplane.normal[0];
3940                 plane[1] = r_refdef.view.clipplane.normal[1];
3941                 plane[2] = r_refdef.view.clipplane.normal[2];
3942                 plane[3] = dist;
3943                 customclipplane = plane;
3944         }
3945
3946         if (!r_refdef.view.useperspective)
3947                 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);
3948         else if (gl_stencil && r_useinfinitefarclip.integer)
3949                 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);
3950         else
3951                 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);
3952         R_SetViewport(&r_refdef.view.viewport);
3953 }
3954
3955 void R_ResetViewRendering2D(void)
3956 {
3957         r_viewport_t viewport;
3958         DrawQ_Finish();
3959
3960         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3961         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);
3962         R_SetViewport(&viewport);
3963         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3964         GL_Color(1, 1, 1, 1);
3965         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3966         GL_BlendFunc(GL_ONE, GL_ZERO);
3967         GL_AlphaTest(false);
3968         GL_ScissorTest(false);
3969         GL_DepthMask(false);
3970         GL_DepthRange(0, 1);
3971         GL_DepthTest(false);
3972         R_Mesh_Matrix(&identitymatrix);
3973         R_Mesh_ResetTextureState();
3974         GL_PolygonOffset(0, 0);
3975         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3976         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3977         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3978         qglStencilMask(~0);CHECKGLERROR
3979         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3980         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3981         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3982         R_SetupGenericShader(true);
3983 }
3984
3985 void R_ResetViewRendering3D(void)
3986 {
3987         DrawQ_Finish();
3988
3989         R_SetupView(true);
3990         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3991         GL_Color(1, 1, 1, 1);
3992         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3993         GL_BlendFunc(GL_ONE, GL_ZERO);
3994         GL_AlphaTest(false);
3995         GL_ScissorTest(true);
3996         GL_DepthMask(true);
3997         GL_DepthRange(0, 1);
3998         GL_DepthTest(true);
3999         R_Mesh_Matrix(&identitymatrix);
4000         R_Mesh_ResetTextureState();
4001         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4002         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4003         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4004         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4005         qglStencilMask(~0);CHECKGLERROR
4006         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4007         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4008         GL_CullFace(r_refdef.view.cullface_back);
4009         R_SetupGenericShader(true);
4010 }
4011
4012 void R_RenderScene(void);
4013 void R_RenderWaterPlanes(void);
4014
4015 static void R_Water_StartFrame(void)
4016 {
4017         int i;
4018         int waterwidth, waterheight, texturewidth, textureheight;
4019         r_waterstate_waterplane_t *p;
4020
4021         // set waterwidth and waterheight to the water resolution that will be
4022         // used (often less than the screen resolution for faster rendering)
4023         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
4024         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
4025
4026         // calculate desired texture sizes
4027         // can't use water if the card does not support the texture size
4028         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
4029                 texturewidth = textureheight = waterwidth = waterheight = 0;
4030         else if (gl_support_arb_texture_non_power_of_two)
4031         {
4032                 texturewidth = waterwidth;
4033                 textureheight = waterheight;
4034         }
4035         else
4036         {
4037                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
4038                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
4039         }
4040
4041         // allocate textures as needed
4042         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
4043         {
4044                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4045                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4046                 {
4047                         if (p->texture_refraction)
4048                                 R_FreeTexture(p->texture_refraction);
4049                         p->texture_refraction = NULL;
4050                         if (p->texture_reflection)
4051                                 R_FreeTexture(p->texture_reflection);
4052                         p->texture_reflection = NULL;
4053                 }
4054                 memset(&r_waterstate, 0, sizeof(r_waterstate));
4055                 r_waterstate.texturewidth = texturewidth;
4056                 r_waterstate.textureheight = textureheight;
4057         }
4058
4059         if (r_waterstate.texturewidth)
4060         {
4061                 r_waterstate.enabled = true;
4062
4063                 // when doing a reduced render (HDR) we want to use a smaller area
4064                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4065                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4066
4067                 // set up variables that will be used in shader setup
4068                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4069                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4070                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4071                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4072         }
4073
4074         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4075         r_waterstate.numwaterplanes = 0;
4076 }
4077
4078 void R_Water_AddWaterPlane(msurface_t *surface)
4079 {
4080         int triangleindex, planeindex;
4081         const int *e;
4082         vec3_t vert[3];
4083         vec3_t normal;
4084         vec3_t center;
4085         mplane_t plane;
4086         r_waterstate_waterplane_t *p;
4087         texture_t *t = R_GetCurrentTexture(surface->texture);
4088         // just use the first triangle with a valid normal for any decisions
4089         VectorClear(normal);
4090         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4091         {
4092                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4093                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4094                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4095                 TriangleNormal(vert[0], vert[1], vert[2], normal);
4096                 if (VectorLength2(normal) >= 0.001)
4097                         break;
4098         }
4099
4100         VectorCopy(normal, plane.normal);
4101         VectorNormalize(plane.normal);
4102         plane.dist = DotProduct(vert[0], plane.normal);
4103         PlaneClassify(&plane);
4104         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4105         {
4106                 // skip backfaces (except if nocullface is set)
4107                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4108                         return;
4109                 VectorNegate(plane.normal, plane.normal);
4110                 plane.dist *= -1;
4111                 PlaneClassify(&plane);
4112         }
4113
4114
4115         // find a matching plane if there is one
4116         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4117                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4118                         break;
4119         if (planeindex >= r_waterstate.maxwaterplanes)
4120                 return; // nothing we can do, out of planes
4121
4122         // if this triangle does not fit any known plane rendered this frame, add one
4123         if (planeindex >= r_waterstate.numwaterplanes)
4124         {
4125                 // store the new plane
4126                 r_waterstate.numwaterplanes++;
4127                 p->plane = plane;
4128                 // clear materialflags and pvs
4129                 p->materialflags = 0;
4130                 p->pvsvalid = false;
4131         }
4132         // merge this surface's materialflags into the waterplane
4133         p->materialflags |= t->currentmaterialflags;
4134         // merge this surface's PVS into the waterplane
4135         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4136         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4137          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4138         {
4139                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4140                 p->pvsvalid = true;
4141         }
4142 }
4143
4144 static void R_Water_ProcessPlanes(void)
4145 {
4146         r_refdef_view_t originalview;
4147         r_refdef_view_t myview;
4148         int planeindex;
4149         r_waterstate_waterplane_t *p;
4150
4151         originalview = r_refdef.view;
4152
4153         // make sure enough textures are allocated
4154         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4155         {
4156                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4157                 {
4158                         if (!p->texture_refraction)
4159                                 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);
4160                         if (!p->texture_refraction)
4161                                 goto error;
4162                 }
4163
4164                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4165                 {
4166                         if (!p->texture_reflection)
4167                                 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);
4168                         if (!p->texture_reflection)
4169                                 goto error;
4170                 }
4171         }
4172
4173         // render views
4174         r_refdef.view = originalview;
4175         r_refdef.view.showdebug = false;
4176         r_refdef.view.width = r_waterstate.waterwidth;
4177         r_refdef.view.height = r_waterstate.waterheight;
4178         r_refdef.view.useclipplane = true;
4179         myview = r_refdef.view;
4180         r_waterstate.renderingscene = true;
4181         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4182         {
4183                 // render the normal view scene and copy into texture
4184                 // (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)
4185                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4186                 {
4187                         r_refdef.view = myview;
4188                         r_refdef.view.clipplane = p->plane;
4189                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4190                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4191                         PlaneClassify(&r_refdef.view.clipplane);
4192
4193                         R_ResetViewRendering3D();
4194                         R_ClearScreen(r_refdef.fogenabled);
4195                         R_View_Update();
4196                         R_RenderScene();
4197
4198                         // copy view into the screen texture
4199                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4200                         GL_ActiveTexture(0);
4201                         CHECKGLERROR
4202                         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
4203                 }
4204
4205                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4206                 {
4207                         r_refdef.view = myview;
4208                         // render reflected scene and copy into texture
4209                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4210                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4211                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4212                         r_refdef.view.clipplane = p->plane;
4213                         // reverse the cullface settings for this render
4214                         r_refdef.view.cullface_front = GL_FRONT;
4215                         r_refdef.view.cullface_back = GL_BACK;
4216                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4217                         {
4218                                 r_refdef.view.usecustompvs = true;
4219                                 if (p->pvsvalid)
4220                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4221                                 else
4222                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4223                         }
4224
4225                         R_ResetViewRendering3D();
4226                         R_ClearScreen(r_refdef.fogenabled);
4227                         R_View_Update();
4228                         R_RenderScene();
4229
4230                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4231                         GL_ActiveTexture(0);
4232                         CHECKGLERROR
4233                         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
4234                 }
4235         }
4236         r_waterstate.renderingscene = false;
4237         r_refdef.view = originalview;
4238         R_ResetViewRendering3D();
4239         R_ClearScreen(r_refdef.fogenabled);
4240         R_View_Update();
4241         return;
4242 error:
4243         r_refdef.view = originalview;
4244         r_waterstate.renderingscene = false;
4245         Cvar_SetValueQuick(&r_water, 0);
4246         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
4247         return;
4248 }
4249
4250 void R_Bloom_StartFrame(void)
4251 {
4252         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4253
4254         // set bloomwidth and bloomheight to the bloom resolution that will be
4255         // used (often less than the screen resolution for faster rendering)
4256         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4257         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4258         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4259         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
4260         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
4261
4262         // calculate desired texture sizes
4263         if (gl_support_arb_texture_non_power_of_two)
4264         {
4265                 screentexturewidth = r_refdef.view.width;
4266                 screentextureheight = r_refdef.view.height;
4267                 bloomtexturewidth = r_bloomstate.bloomwidth;
4268                 bloomtextureheight = r_bloomstate.bloomheight;
4269         }
4270         else
4271         {
4272                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
4273                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
4274                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
4275                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
4276         }
4277
4278         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))
4279         {
4280                 Cvar_SetValueQuick(&r_hdr, 0);
4281                 Cvar_SetValueQuick(&r_bloom, 0);
4282                 Cvar_SetValueQuick(&r_motionblur, 0);
4283                 Cvar_SetValueQuick(&r_damageblur, 0);
4284         }
4285
4286         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)))
4287                 screentexturewidth = screentextureheight = 0;
4288         if (!r_hdr.integer && !r_bloom.integer)
4289                 bloomtexturewidth = bloomtextureheight = 0;
4290
4291         // allocate textures as needed
4292         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4293         {
4294                 if (r_bloomstate.texture_screen)
4295                         R_FreeTexture(r_bloomstate.texture_screen);
4296                 r_bloomstate.texture_screen = NULL;
4297                 r_bloomstate.screentexturewidth = screentexturewidth;
4298                 r_bloomstate.screentextureheight = screentextureheight;
4299                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4300                         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);
4301         }
4302         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4303         {
4304                 if (r_bloomstate.texture_bloom)
4305                         R_FreeTexture(r_bloomstate.texture_bloom);
4306                 r_bloomstate.texture_bloom = NULL;
4307                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4308                 r_bloomstate.bloomtextureheight = bloomtextureheight;
4309                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4310                         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);
4311         }
4312
4313         // when doing a reduced render (HDR) we want to use a smaller area
4314         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4315         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4316         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4317         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4318         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4319
4320         // set up a texcoord array for the full resolution screen image
4321         // (we have to keep this around to copy back during final render)
4322         r_bloomstate.screentexcoord2f[0] = 0;
4323         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4324         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4325         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4326         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4327         r_bloomstate.screentexcoord2f[5] = 0;
4328         r_bloomstate.screentexcoord2f[6] = 0;
4329         r_bloomstate.screentexcoord2f[7] = 0;
4330
4331         // set up a texcoord array for the reduced resolution bloom image
4332         // (which will be additive blended over the screen image)
4333         r_bloomstate.bloomtexcoord2f[0] = 0;
4334         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4335         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4336         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4337         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4338         r_bloomstate.bloomtexcoord2f[5] = 0;
4339         r_bloomstate.bloomtexcoord2f[6] = 0;
4340         r_bloomstate.bloomtexcoord2f[7] = 0;
4341
4342         if (r_hdr.integer || r_bloom.integer)
4343         {
4344                 r_bloomstate.enabled = true;
4345                 r_bloomstate.hdr = r_hdr.integer != 0;
4346         }
4347
4348         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);
4349 }
4350
4351 void R_Bloom_CopyBloomTexture(float colorscale)
4352 {
4353         r_refdef.stats.bloom++;
4354
4355         // scale down screen texture to the bloom texture size
4356         CHECKGLERROR
4357         R_SetViewport(&r_bloomstate.viewport);
4358         GL_BlendFunc(GL_ONE, GL_ZERO);
4359         GL_Color(colorscale, colorscale, colorscale, 1);
4360         // TODO: optimize with multitexture or GLSL
4361         R_SetupGenericShader(true);
4362         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4363         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4364         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4365         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4366
4367         // we now have a bloom image in the framebuffer
4368         // copy it into the bloom image texture for later processing
4369         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4370         GL_ActiveTexture(0);
4371         CHECKGLERROR
4372         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4373         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4374 }
4375
4376 void R_Bloom_CopyHDRTexture(void)
4377 {
4378         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4379         GL_ActiveTexture(0);
4380         CHECKGLERROR
4381         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
4382         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4383 }
4384
4385 void R_Bloom_MakeTexture(void)
4386 {
4387         int x, range, dir;
4388         float xoffset, yoffset, r, brighten;
4389
4390         r_refdef.stats.bloom++;
4391
4392         R_ResetViewRendering2D();
4393         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4394         R_Mesh_ColorPointer(NULL, 0, 0);
4395         R_SetupGenericShader(true);
4396
4397         // we have a bloom image in the framebuffer
4398         CHECKGLERROR
4399         R_SetViewport(&r_bloomstate.viewport);
4400
4401         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4402         {
4403                 x *= 2;
4404                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4405                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4406                 GL_Color(r, r, r, 1);
4407                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4408                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4409                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4410                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4411
4412                 // copy the vertically blurred bloom view to a texture
4413                 GL_ActiveTexture(0);
4414                 CHECKGLERROR
4415                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4416                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4417         }
4418
4419         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4420         brighten = r_bloom_brighten.value;
4421         if (r_hdr.integer)
4422                 brighten *= r_hdr_range.value;
4423         brighten = sqrt(brighten);
4424         if(range >= 1)
4425                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4426         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4427         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4428
4429         for (dir = 0;dir < 2;dir++)
4430         {
4431                 // blend on at multiple vertical offsets to achieve a vertical blur
4432                 // TODO: do offset blends using GLSL
4433                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4434                 GL_BlendFunc(GL_ONE, GL_ZERO);
4435                 for (x = -range;x <= range;x++)
4436                 {
4437                         if (!dir){xoffset = 0;yoffset = x;}
4438                         else {xoffset = x;yoffset = 0;}
4439                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4440                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4441                         // compute a texcoord array with the specified x and y offset
4442                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4443                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4444                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4445                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4446                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4447                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4448                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4449                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4450                         // this r value looks like a 'dot' particle, fading sharply to
4451                         // black at the edges
4452                         // (probably not realistic but looks good enough)
4453                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4454                         //r = brighten/(range*2+1);
4455                         r = brighten / (range * 2 + 1);
4456                         if(range >= 1)
4457                                 r *= (1 - x*x/(float)(range*range));
4458                         GL_Color(r, r, r, 1);
4459                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4460                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4461                         GL_BlendFunc(GL_ONE, GL_ONE);
4462                 }
4463
4464                 // copy the vertically blurred bloom view to a texture
4465                 GL_ActiveTexture(0);
4466                 CHECKGLERROR
4467                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4468                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4469         }
4470
4471         // apply subtract last
4472         // (just like it would be in a GLSL shader)
4473         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4474         {
4475                 GL_BlendFunc(GL_ONE, GL_ZERO);
4476                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4477                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4478                 GL_Color(1, 1, 1, 1);
4479                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4480                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4481
4482                 GL_BlendFunc(GL_ONE, GL_ONE);
4483                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4484                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4485                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4486                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4487                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4488                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4489                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4490
4491                 // copy the darkened bloom view to a texture
4492                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4493                 GL_ActiveTexture(0);
4494                 CHECKGLERROR
4495                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4496                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4497         }
4498 }
4499
4500 void R_HDR_RenderBloomTexture(void)
4501 {
4502         int oldwidth, oldheight;
4503         float oldcolorscale;
4504
4505         oldcolorscale = r_refdef.view.colorscale;
4506         oldwidth = r_refdef.view.width;
4507         oldheight = r_refdef.view.height;
4508         r_refdef.view.width = r_bloomstate.bloomwidth;
4509         r_refdef.view.height = r_bloomstate.bloomheight;
4510
4511         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4512         // TODO: add exposure compensation features
4513         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4514
4515         r_refdef.view.showdebug = false;
4516         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4517
4518         R_ResetViewRendering3D();
4519
4520         R_ClearScreen(r_refdef.fogenabled);
4521         if (r_timereport_active)
4522                 R_TimeReport("HDRclear");
4523
4524         R_View_Update();
4525         if (r_timereport_active)
4526                 R_TimeReport("visibility");
4527
4528         // only do secondary renders with HDR if r_hdr is 2 or higher
4529         r_waterstate.numwaterplanes = 0;
4530         if (r_waterstate.enabled && r_hdr.integer >= 2)
4531                 R_RenderWaterPlanes();
4532
4533         r_refdef.view.showdebug = true;
4534         R_RenderScene();
4535         r_waterstate.numwaterplanes = 0;
4536
4537         R_ResetViewRendering2D();
4538
4539         R_Bloom_CopyHDRTexture();
4540         R_Bloom_MakeTexture();
4541
4542         // restore the view settings
4543         r_refdef.view.width = oldwidth;
4544         r_refdef.view.height = oldheight;
4545         r_refdef.view.colorscale = oldcolorscale;
4546
4547         R_ResetViewRendering3D();
4548
4549         R_ClearScreen(r_refdef.fogenabled);
4550         if (r_timereport_active)
4551                 R_TimeReport("viewclear");
4552 }
4553
4554 static void R_BlendView(void)
4555 {
4556         if (r_bloomstate.texture_screen)
4557         {
4558                 // make sure the buffer is available
4559                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4560
4561                 R_ResetViewRendering2D();
4562                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4563                 R_Mesh_ColorPointer(NULL, 0, 0);
4564                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4565                 GL_ActiveTexture(0);CHECKGLERROR
4566
4567                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4568                 {  
4569                         // declare variables
4570                         float speed;
4571                         static float avgspeed;
4572
4573                         speed = VectorLength(cl.movement_velocity);
4574
4575                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4576                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4577
4578                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4579                         speed = bound(0, speed, 1);
4580                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4581
4582                         // calculate values into a standard alpha
4583                         cl.motionbluralpha = 1 - exp(-
4584                                         (
4585                                          (r_motionblur.value * speed / 80)
4586                                          +
4587                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4588                                         )
4589                                         /
4590                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4591                                    );
4592
4593                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4594                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4595                         // apply the blur
4596                         if (cl.motionbluralpha > 0)
4597                         {
4598                                 R_SetupGenericShader(true);
4599                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4600                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4601                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4602                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4603                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4604                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4605                         }
4606                 }
4607
4608                 // copy view into the screen texture
4609                 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
4610                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4611         }
4612
4613         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4614         {
4615                 unsigned int permutation =
4616                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4617                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4618                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4619                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4620                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4621
4622                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4623                 {
4624                         // render simple bloom effect
4625                         // copy the screen and shrink it and darken it for the bloom process
4626                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4627                         // make the bloom texture
4628                         R_Bloom_MakeTexture();
4629                 }
4630
4631                 R_ResetViewRendering2D();
4632                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4633                 R_Mesh_ColorPointer(NULL, 0, 0);
4634                 GL_Color(1, 1, 1, 1);
4635                 GL_BlendFunc(GL_ONE, GL_ZERO);
4636                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4637                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4638                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4639                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4640                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4641                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4642                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4643                 if (r_glsl_permutation->loc_TintColor >= 0)
4644                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4645                 if (r_glsl_permutation->loc_ClientTime >= 0)
4646                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4647                 if (r_glsl_permutation->loc_PixelSize >= 0)
4648                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4649                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4650                 {
4651                         float a=0, b=0, c=0, d=0;
4652 #if _MSC_VER >= 1400
4653 #define sscanf sscanf_s
4654 #endif
4655                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4656                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4657                 }
4658                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4659                 {
4660                         float a=0, b=0, c=0, d=0;
4661                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4662                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4663                 }
4664                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4665                 {
4666                         float a=0, b=0, c=0, d=0;
4667                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4668                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4669                 }
4670                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4671                 {
4672                         float a=0, b=0, c=0, d=0;
4673                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4674                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4675                 }
4676                 if (r_glsl_permutation->loc_Saturation >= 0)
4677                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4678                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4679                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4680                 return;
4681         }
4682
4683
4684
4685         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4686         {
4687                 // render high dynamic range bloom effect
4688                 // the bloom texture was made earlier this render, so we just need to
4689                 // blend it onto the screen...
4690                 R_ResetViewRendering2D();
4691                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4692                 R_Mesh_ColorPointer(NULL, 0, 0);
4693                 R_SetupGenericShader(true);
4694                 GL_Color(1, 1, 1, 1);
4695                 GL_BlendFunc(GL_ONE, GL_ONE);
4696                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4697                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4698                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4699                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4700         }
4701         else if (r_bloomstate.texture_bloom)
4702         {
4703                 // render simple bloom effect
4704                 // copy the screen and shrink it and darken it for the bloom process
4705                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4706                 // make the bloom texture
4707                 R_Bloom_MakeTexture();
4708                 // put the original screen image back in place and blend the bloom
4709                 // texture on it
4710                 R_ResetViewRendering2D();
4711                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4712                 R_Mesh_ColorPointer(NULL, 0, 0);
4713                 GL_Color(1, 1, 1, 1);
4714                 GL_BlendFunc(GL_ONE, GL_ZERO);
4715                 // do both in one pass if possible
4716                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4717                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4718                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4719                 {
4720                         R_SetupGenericTwoTextureShader(GL_ADD);
4721                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4722                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4723                 }
4724                 else
4725                 {
4726                         R_SetupGenericShader(true);
4727                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4728                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4729                         // now blend on the bloom texture
4730                         GL_BlendFunc(GL_ONE, GL_ONE);
4731                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4732                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4733                 }
4734                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4735                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4736         }
4737         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4738         {
4739                 // apply a color tint to the whole view
4740                 R_ResetViewRendering2D();
4741                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4742                 R_Mesh_ColorPointer(NULL, 0, 0);
4743                 R_SetupGenericShader(false);
4744                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4745                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4746                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4747         }
4748 }
4749
4750 matrix4x4_t r_waterscrollmatrix;
4751
4752 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4753 {
4754         if (r_refdef.fog_density)
4755         {
4756                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4757                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4758                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4759
4760                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4761                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4762                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4763                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4764
4765                 {
4766                         vec3_t fogvec;
4767                         VectorCopy(r_refdef.fogcolor, fogvec);
4768                         //   color.rgb *= ContrastBoost * SceneBrightness;
4769                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4770                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4771                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4772                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4773                 }
4774         }
4775 }
4776
4777 void R_UpdateVariables(void)
4778 {
4779         R_Textures_Frame();
4780
4781         r_refdef.scene.ambient = r_ambient.value;
4782
4783         r_refdef.farclip = r_farclip_base.value;
4784         if (r_refdef.scene.worldmodel)
4785                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4786         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4787
4788         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4789                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4790         r_refdef.polygonfactor = 0;
4791         r_refdef.polygonoffset = 0;
4792         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4793         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4794
4795         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4796         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4797         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4798         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4799         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4800         if (r_showsurfaces.integer)
4801         {
4802                 r_refdef.scene.rtworld = false;
4803                 r_refdef.scene.rtworldshadows = false;
4804                 r_refdef.scene.rtdlight = false;
4805                 r_refdef.scene.rtdlightshadows = false;
4806                 r_refdef.lightmapintensity = 0;
4807         }
4808
4809         if (gamemode == GAME_NEHAHRA)
4810         {
4811                 if (gl_fogenable.integer)
4812                 {
4813                         r_refdef.oldgl_fogenable = true;
4814                         r_refdef.fog_density = gl_fogdensity.value;
4815                         r_refdef.fog_red = gl_fogred.value;
4816                         r_refdef.fog_green = gl_foggreen.value;
4817                         r_refdef.fog_blue = gl_fogblue.value;
4818                         r_refdef.fog_alpha = 1;
4819                         r_refdef.fog_start = 0;
4820                         r_refdef.fog_end = gl_skyclip.value;
4821                         r_refdef.fog_height = 1<<30;
4822                         r_refdef.fog_fadedepth = 128;
4823                 }
4824                 else if (r_refdef.oldgl_fogenable)
4825                 {
4826                         r_refdef.oldgl_fogenable = false;
4827                         r_refdef.fog_density = 0;
4828                         r_refdef.fog_red = 0;
4829                         r_refdef.fog_green = 0;
4830                         r_refdef.fog_blue = 0;
4831                         r_refdef.fog_alpha = 0;
4832                         r_refdef.fog_start = 0;
4833                         r_refdef.fog_end = 0;
4834                         r_refdef.fog_height = 1<<30;
4835                         r_refdef.fog_fadedepth = 128;
4836                 }
4837         }
4838
4839         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4840         r_refdef.fog_start = max(0, r_refdef.fog_start);
4841         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4842
4843         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4844
4845         if (r_refdef.fog_density && r_drawfog.integer)
4846         {
4847                 r_refdef.fogenabled = true;
4848                 // this is the point where the fog reaches 0.9986 alpha, which we
4849                 // consider a good enough cutoff point for the texture
4850                 // (0.9986 * 256 == 255.6)
4851                 if (r_fog_exp2.integer)
4852                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4853                 else
4854                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4855                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4856                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4857                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4858                 // fog color was already set
4859                 // update the fog texture
4860                 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)
4861                         R_BuildFogTexture();
4862         }
4863         else
4864                 r_refdef.fogenabled = false;
4865
4866         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4867         {
4868                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4869                 {
4870                         // build GLSL gamma texture
4871 #define RAMPWIDTH 256
4872                         unsigned short ramp[RAMPWIDTH * 3];
4873                         unsigned char rampbgr[RAMPWIDTH][4];
4874                         int i;
4875
4876                         r_texture_gammaramps_serial = vid_gammatables_serial;
4877
4878                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4879                         for(i = 0; i < RAMPWIDTH; ++i)
4880                         {
4881                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4882                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4883                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4884                                 rampbgr[i][3] = 0;
4885                         }
4886                         if (r_texture_gammaramps)
4887                         {
4888                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4889                         }
4890                         else
4891                         {
4892                                 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);
4893                         }
4894                 }
4895         }
4896         else
4897         {
4898                 // remove GLSL gamma texture
4899         }
4900 }
4901
4902 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4903 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4904 /*
4905 ================
4906 R_SelectScene
4907 ================
4908 */
4909 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4910         if( scenetype != r_currentscenetype ) {
4911                 // store the old scenetype
4912                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4913                 r_currentscenetype = scenetype;
4914                 // move in the new scene
4915                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4916         }
4917 }
4918
4919 /*
4920 ================
4921 R_GetScenePointer
4922 ================
4923 */
4924 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4925 {
4926         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4927         if( scenetype == r_currentscenetype ) {
4928                 return &r_refdef.scene;
4929         } else {
4930                 return &r_scenes_store[ scenetype ];
4931         }
4932 }
4933
4934 /*
4935 ================
4936 R_RenderView
4937 ================
4938 */
4939 void R_RenderView(void)
4940 {
4941         if (r_timereport_active)
4942                 R_TimeReport("start");
4943         r_frame++; // used only by R_GetCurrentTexture
4944         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4945
4946         R_AnimCache_NewFrame();
4947
4948         if (r_refdef.view.isoverlay)
4949         {
4950                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4951                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4952                 R_TimeReport("depthclear");
4953
4954                 r_refdef.view.showdebug = false;
4955
4956                 r_waterstate.enabled = false;
4957                 r_waterstate.numwaterplanes = 0;
4958
4959                 R_RenderScene();
4960
4961                 CHECKGLERROR
4962                 return;
4963         }
4964
4965         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4966                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4967
4968         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4969
4970         // break apart the view matrix into vectors for various purposes
4971         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4972         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4973         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4974         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4975         // make an inverted copy of the view matrix for tracking sprites
4976         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4977
4978         R_Shadow_UpdateWorldLightSelection();
4979
4980         R_Bloom_StartFrame();
4981         R_Water_StartFrame();
4982
4983         CHECKGLERROR
4984         if (r_timereport_active)
4985                 R_TimeReport("viewsetup");
4986
4987         R_ResetViewRendering3D();
4988
4989         if (r_refdef.view.clear || r_refdef.fogenabled)
4990         {
4991                 R_ClearScreen(r_refdef.fogenabled);
4992                 if (r_timereport_active)
4993                         R_TimeReport("viewclear");
4994         }
4995         r_refdef.view.clear = true;
4996
4997         // this produces a bloom texture to be used in R_BlendView() later
4998         if (r_hdr.integer)
4999                 R_HDR_RenderBloomTexture();
5000
5001         r_refdef.view.showdebug = true;
5002
5003         R_View_Update();
5004         if (r_timereport_active)
5005                 R_TimeReport("visibility");
5006
5007         r_waterstate.numwaterplanes = 0;
5008         if (r_waterstate.enabled)
5009                 R_RenderWaterPlanes();
5010
5011         R_RenderScene();
5012         r_waterstate.numwaterplanes = 0;
5013
5014         R_BlendView();
5015         if (r_timereport_active)
5016                 R_TimeReport("blendview");
5017
5018         GL_Scissor(0, 0, vid.width, vid.height);
5019         GL_ScissorTest(false);
5020         CHECKGLERROR
5021 }
5022
5023 void R_RenderWaterPlanes(void)
5024 {
5025         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5026         {
5027                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5028                 if (r_timereport_active)
5029                         R_TimeReport("waterworld");
5030         }
5031
5032         // don't let sound skip if going slow
5033         if (r_refdef.scene.extraupdate)
5034                 S_ExtraUpdate ();
5035
5036         R_DrawModelsAddWaterPlanes();
5037         if (r_timereport_active)
5038                 R_TimeReport("watermodels");
5039
5040         if (r_waterstate.numwaterplanes)
5041         {
5042                 R_Water_ProcessPlanes();
5043                 if (r_timereport_active)
5044                         R_TimeReport("waterscenes");
5045         }
5046 }
5047
5048 extern void R_DrawLightningBeams (void);
5049 extern void VM_CL_AddPolygonsToMeshQueue (void);
5050 extern void R_DrawPortals (void);
5051 extern cvar_t cl_locs_show;
5052 static void R_DrawLocs(void);
5053 static void R_DrawEntityBBoxes(void);
5054 static void R_DrawModelDecals(void);
5055 extern cvar_t cl_decals_newsystem;
5056 void R_RenderScene(void)
5057 {
5058         r_refdef.stats.renders++;
5059
5060         R_UpdateFogColor();
5061
5062         // don't let sound skip if going slow
5063         if (r_refdef.scene.extraupdate)
5064                 S_ExtraUpdate ();
5065
5066         R_MeshQueue_BeginScene();
5067
5068         R_SkyStartFrame();
5069
5070         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);
5071
5072         if (cl.csqc_vidvars.drawworld)
5073         {
5074                 // don't let sound skip if going slow
5075                 if (r_refdef.scene.extraupdate)
5076                         S_ExtraUpdate ();
5077
5078                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5079                 {
5080                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5081                         if (r_timereport_active)
5082                                 R_TimeReport("worldsky");
5083                 }
5084
5085                 if (R_DrawBrushModelsSky() && r_timereport_active)
5086                         R_TimeReport("bmodelsky");
5087
5088                 if (skyrendermasked && skyrenderlater)
5089                 {
5090                         // we have to force off the water clipping plane while rendering sky
5091                         R_SetupView(false);
5092                         R_Sky();
5093                         R_SetupView(true);
5094                 }
5095         }
5096
5097         R_AnimCache_CacheVisibleEntities();
5098
5099         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5100         {
5101                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5102                 if (r_timereport_active)
5103                         R_TimeReport("worlddepth");
5104         }
5105         if (r_depthfirst.integer >= 2)
5106         {
5107                 R_DrawModelsDepth();
5108                 if (r_timereport_active)
5109                         R_TimeReport("modeldepth");
5110         }
5111
5112         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5113         {
5114                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5115                 if (r_timereport_active)
5116                         R_TimeReport("world");
5117         }
5118
5119         // don't let sound skip if going slow
5120         if (r_refdef.scene.extraupdate)
5121                 S_ExtraUpdate ();
5122
5123         R_DrawModels();
5124         if (r_timereport_active)
5125                 R_TimeReport("models");
5126
5127         // don't let sound skip if going slow
5128         if (r_refdef.scene.extraupdate)
5129                 S_ExtraUpdate ();
5130
5131         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5132         {
5133                 R_DrawModelShadows();
5134                 R_ResetViewRendering3D();
5135                 // don't let sound skip if going slow
5136                 if (r_refdef.scene.extraupdate)
5137                         S_ExtraUpdate ();
5138         }
5139
5140         R_ShadowVolumeLighting(false);
5141         if (r_timereport_active)
5142                 R_TimeReport("rtlights");
5143
5144         // don't let sound skip if going slow
5145         if (r_refdef.scene.extraupdate)
5146                 S_ExtraUpdate ();
5147
5148         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5149         {
5150                 R_DrawModelShadows();
5151                 R_ResetViewRendering3D();
5152                 // don't let sound skip if going slow
5153                 if (r_refdef.scene.extraupdate)
5154                         S_ExtraUpdate ();
5155         }
5156
5157         if (cl.csqc_vidvars.drawworld)
5158         {
5159                 if (cl_decals_newsystem.integer)
5160                 {
5161                         R_DrawModelDecals();
5162                         if (r_timereport_active)
5163                                 R_TimeReport("modeldecals");
5164                 }
5165                 else
5166                 {
5167                         R_DrawDecals();
5168                         if (r_timereport_active)
5169                                 R_TimeReport("decals");
5170                 }
5171
5172                 R_DrawParticles();
5173                 if (r_timereport_active)
5174                         R_TimeReport("particles");
5175
5176                 R_DrawExplosions();
5177                 if (r_timereport_active)
5178                         R_TimeReport("explosions");
5179
5180                 R_DrawLightningBeams();
5181                 if (r_timereport_active)
5182                         R_TimeReport("lightning");
5183         }
5184
5185         R_SetupGenericShader(true);
5186         VM_CL_AddPolygonsToMeshQueue();
5187
5188         if (r_refdef.view.showdebug)
5189         {
5190                 if (cl_locs_show.integer)
5191                 {
5192                         R_DrawLocs();
5193                         if (r_timereport_active)
5194                                 R_TimeReport("showlocs");
5195                 }
5196
5197                 if (r_drawportals.integer)
5198                 {
5199                         R_DrawPortals();
5200                         if (r_timereport_active)
5201                                 R_TimeReport("portals");
5202                 }
5203
5204                 if (r_showbboxes.value > 0)
5205                 {
5206                         R_DrawEntityBBoxes();
5207                         if (r_timereport_active)
5208                                 R_TimeReport("bboxes");
5209                 }
5210         }
5211
5212         R_SetupGenericShader(true);
5213         R_MeshQueue_RenderTransparent();
5214         if (r_timereport_active)
5215                 R_TimeReport("drawtrans");
5216
5217         R_SetupGenericShader(true);
5218
5219         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))
5220         {
5221                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5222                 if (r_timereport_active)
5223                         R_TimeReport("worlddebug");
5224                 R_DrawModelsDebug();
5225                 if (r_timereport_active)
5226                         R_TimeReport("modeldebug");
5227         }
5228
5229         R_SetupGenericShader(true);
5230
5231         if (cl.csqc_vidvars.drawworld)
5232         {
5233                 R_DrawCoronas();
5234                 if (r_timereport_active)
5235                         R_TimeReport("coronas");
5236         }
5237
5238         // don't let sound skip if going slow
5239         if (r_refdef.scene.extraupdate)
5240                 S_ExtraUpdate ();
5241
5242         R_ResetViewRendering2D();
5243 }
5244
5245 static const unsigned short bboxelements[36] =
5246 {
5247         5, 1, 3, 5, 3, 7,
5248         6, 2, 0, 6, 0, 4,
5249         7, 3, 2, 7, 2, 6,
5250         4, 0, 1, 4, 1, 5,
5251         4, 5, 7, 4, 7, 6,
5252         1, 0, 2, 1, 2, 3,
5253 };
5254
5255 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5256 {
5257         int i;
5258         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5259
5260         RSurf_ActiveWorldEntity();
5261
5262         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5263         GL_DepthMask(false);
5264         GL_DepthRange(0, 1);
5265         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5266         R_Mesh_ResetTextureState();
5267
5268         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5269         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5270         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5271         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5272         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5273         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5274         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5275         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5276         R_FillColors(color4f, 8, cr, cg, cb, ca);
5277         if (r_refdef.fogenabled)
5278         {
5279                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5280                 {
5281                         f1 = RSurf_FogVertex(v);
5282                         f2 = 1 - f1;
5283                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5284                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5285                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5286                 }
5287         }
5288         R_Mesh_VertexPointer(vertex3f, 0, 0);
5289         R_Mesh_ColorPointer(color4f, 0, 0);
5290         R_Mesh_ResetTextureState();
5291         R_SetupGenericShader(false);
5292         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5293 }
5294
5295 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5296 {
5297         int i;
5298         float color[4];
5299         prvm_edict_t *edict;
5300         prvm_prog_t *prog_save = prog;
5301
5302         // this function draws bounding boxes of server entities
5303         if (!sv.active)
5304                 return;
5305
5306         GL_CullFace(GL_NONE);
5307         R_SetupGenericShader(false);
5308
5309         prog = 0;
5310         SV_VM_Begin();
5311         for (i = 0;i < numsurfaces;i++)
5312         {
5313                 edict = PRVM_EDICT_NUM(surfacelist[i]);
5314                 switch ((int)edict->fields.server->solid)
5315                 {
5316                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
5317                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
5318                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
5319                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5320                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
5321                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
5322                 }
5323                 color[3] *= r_showbboxes.value;
5324                 color[3] = bound(0, color[3], 1);
5325                 GL_DepthTest(!r_showdisabledepthtest.integer);
5326                 GL_CullFace(r_refdef.view.cullface_front);
5327                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5328         }
5329         SV_VM_End();
5330         prog = prog_save;
5331 }
5332
5333 static void R_DrawEntityBBoxes(void)
5334 {
5335         int i;
5336         prvm_edict_t *edict;
5337         vec3_t center;
5338         prvm_prog_t *prog_save = prog;
5339
5340         // this function draws bounding boxes of server entities
5341         if (!sv.active)
5342                 return;
5343
5344         prog = 0;
5345         SV_VM_Begin();
5346         for (i = 0;i < prog->num_edicts;i++)
5347         {
5348                 edict = PRVM_EDICT_NUM(i);
5349                 if (edict->priv.server->free)
5350                         continue;
5351                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5352                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5353                         continue;
5354                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5355                         continue;
5356                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5357                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5358         }
5359         SV_VM_End();
5360         prog = prog_save;
5361 }
5362
5363 static const int nomodelelement3i[24] =
5364 {
5365         5, 2, 0,
5366         5, 1, 2,
5367         5, 0, 3,
5368         5, 3, 1,
5369         0, 2, 4,
5370         2, 1, 4,
5371         3, 0, 4,
5372         1, 3, 4
5373 };
5374
5375 static const unsigned short nomodelelement3s[24] =
5376 {
5377         5, 2, 0,
5378         5, 1, 2,
5379         5, 0, 3,
5380         5, 3, 1,
5381         0, 2, 4,
5382         2, 1, 4,
5383         3, 0, 4,
5384         1, 3, 4
5385 };
5386
5387 static const float nomodelvertex3f[6*3] =
5388 {
5389         -16,   0,   0,
5390          16,   0,   0,
5391           0, -16,   0,
5392           0,  16,   0,
5393           0,   0, -16,
5394           0,   0,  16
5395 };
5396
5397 static const float nomodelcolor4f[6*4] =
5398 {
5399         0.0f, 0.0f, 0.5f, 1.0f,
5400         0.0f, 0.0f, 0.5f, 1.0f,
5401         0.0f, 0.5f, 0.0f, 1.0f,
5402         0.0f, 0.5f, 0.0f, 1.0f,
5403         0.5f, 0.0f, 0.0f, 1.0f,
5404         0.5f, 0.0f, 0.0f, 1.0f
5405 };
5406
5407 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5408 {
5409         int i;
5410         float f1, f2, *c;
5411         float color4f[6*4];
5412
5413         RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
5414
5415         // this is only called once per entity so numsurfaces is always 1, and
5416         // surfacelist is always {0}, so this code does not handle batches
5417
5418         if (rsurface.ent_flags & RENDER_ADDITIVE)
5419         {
5420                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5421                 GL_DepthMask(false);
5422         }
5423         else if (rsurface.ent_color[3] < 1)
5424         {
5425                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5426                 GL_DepthMask(false);
5427         }
5428         else
5429         {
5430                 GL_BlendFunc(GL_ONE, GL_ZERO);
5431                 GL_DepthMask(true);
5432         }
5433         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5434         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5435         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5436         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5437         R_SetupGenericShader(false);
5438         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5439         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5440         R_Mesh_ColorPointer(color4f, 0, 0);
5441         for (i = 0, c = color4f;i < 6;i++, c += 4)
5442         {
5443                 c[0] *= rsurface.ent_color[0];
5444                 c[1] *= rsurface.ent_color[1];
5445                 c[2] *= rsurface.ent_color[2];
5446                 c[3] *= rsurface.ent_color[3];
5447         }
5448         if (r_refdef.fogenabled)
5449         {
5450                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5451                 {
5452                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5453                         f2 = 1 - f1;
5454                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5455                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5456                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5457                 }
5458         }
5459         R_Mesh_ResetTextureState();
5460         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5461 }
5462
5463 void R_DrawNoModel(entity_render_t *ent)
5464 {
5465         vec3_t org;
5466         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5467         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5468                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5469         else
5470                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5471 }
5472
5473 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5474 {
5475         vec3_t right1, right2, diff, normal;
5476
5477         VectorSubtract (org2, org1, normal);
5478
5479         // calculate 'right' vector for start
5480         VectorSubtract (r_refdef.view.origin, org1, diff);
5481         CrossProduct (normal, diff, right1);
5482         VectorNormalize (right1);
5483
5484         // calculate 'right' vector for end
5485         VectorSubtract (r_refdef.view.origin, org2, diff);
5486         CrossProduct (normal, diff, right2);
5487         VectorNormalize (right2);
5488
5489         vert[ 0] = org1[0] + width * right1[0];
5490         vert[ 1] = org1[1] + width * right1[1];
5491         vert[ 2] = org1[2] + width * right1[2];
5492         vert[ 3] = org1[0] - width * right1[0];
5493         vert[ 4] = org1[1] - width * right1[1];
5494         vert[ 5] = org1[2] - width * right1[2];
5495         vert[ 6] = org2[0] - width * right2[0];
5496         vert[ 7] = org2[1] - width * right2[1];
5497         vert[ 8] = org2[2] - width * right2[2];
5498         vert[ 9] = org2[0] + width * right2[0];
5499         vert[10] = org2[1] + width * right2[1];
5500         vert[11] = org2[2] + width * right2[2];
5501 }
5502
5503 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
5504 {
5505         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5506         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5507         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5508         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5509         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5510         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5511         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5512         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5513         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5514         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5515         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5516         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5517 }
5518
5519 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5520 {
5521         int i;
5522         float *vertex3f;
5523         float v[3];
5524         VectorSet(v, x, y, z);
5525         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5526                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5527                         break;
5528         if (i == mesh->numvertices)
5529         {
5530                 if (mesh->numvertices < mesh->maxvertices)
5531                 {
5532                         VectorCopy(v, vertex3f);
5533                         mesh->numvertices++;
5534                 }
5535                 return mesh->numvertices;
5536         }
5537         else
5538                 return i;
5539 }
5540
5541 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5542 {
5543         int i;
5544         int *e, element[3];
5545         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5546         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5547         e = mesh->element3i + mesh->numtriangles * 3;
5548         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5549         {
5550                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5551                 if (mesh->numtriangles < mesh->maxtriangles)
5552                 {
5553                         *e++ = element[0];
5554                         *e++ = element[1];
5555                         *e++ = element[2];
5556                         mesh->numtriangles++;
5557                 }
5558                 element[1] = element[2];
5559         }
5560 }
5561
5562 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5563 {
5564         int i;
5565         int *e, element[3];
5566         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5567         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5568         e = mesh->element3i + mesh->numtriangles * 3;
5569         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5570         {
5571                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5572                 if (mesh->numtriangles < mesh->maxtriangles)
5573                 {
5574                         *e++ = element[0];
5575                         *e++ = element[1];
5576                         *e++ = element[2];
5577                         mesh->numtriangles++;
5578                 }
5579                 element[1] = element[2];
5580         }
5581 }
5582
5583 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5584 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5585 {
5586         int planenum, planenum2;
5587         int w;
5588         int tempnumpoints;
5589         mplane_t *plane, *plane2;
5590         double maxdist;
5591         double temppoints[2][256*3];
5592         // figure out how large a bounding box we need to properly compute this brush
5593         maxdist = 0;
5594         for (w = 0;w < numplanes;w++)
5595                 maxdist = max(maxdist, fabs(planes[w].dist));
5596         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5597         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5598         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5599         {
5600                 w = 0;
5601                 tempnumpoints = 4;
5602                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5603                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5604                 {
5605                         if (planenum2 == planenum)
5606                                 continue;
5607                         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);
5608                         w = !w;
5609                 }
5610                 if (tempnumpoints < 3)
5611                         continue;
5612                 // generate elements forming a triangle fan for this polygon
5613                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5614         }
5615 }
5616
5617 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)
5618 {
5619         texturelayer_t *layer;
5620         layer = t->currentlayers + t->currentnumlayers++;
5621         layer->type = type;
5622         layer->depthmask = depthmask;
5623         layer->blendfunc1 = blendfunc1;
5624         layer->blendfunc2 = blendfunc2;
5625         layer->texture = texture;
5626         layer->texmatrix = *matrix;
5627         layer->color[0] = r * r_refdef.view.colorscale;
5628         layer->color[1] = g * r_refdef.view.colorscale;
5629         layer->color[2] = b * r_refdef.view.colorscale;
5630         layer->color[3] = a;
5631 }
5632
5633 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5634 {
5635         double index, f;
5636         index = parms[2] + r_refdef.scene.time * parms[3];
5637         index -= floor(index);
5638         switch (func)
5639         {
5640         default:
5641         case Q3WAVEFUNC_NONE:
5642         case Q3WAVEFUNC_NOISE:
5643         case Q3WAVEFUNC_COUNT:
5644                 f = 0;
5645                 break;
5646         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5647         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5648         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5649         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5650         case Q3WAVEFUNC_TRIANGLE:
5651                 index *= 4;
5652                 f = index - floor(index);
5653                 if (index < 1)
5654                         f = f;
5655                 else if (index < 2)
5656                         f = 1 - f;
5657                 else if (index < 3)
5658                         f = -f;
5659                 else
5660                         f = -(1 - f);
5661                 break;
5662         }
5663         return (float)(parms[0] + parms[1] * f);
5664 }
5665
5666 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5667 {
5668         int w, h, idx;
5669         float f;
5670         float tcmat[12];
5671         matrix4x4_t matrix, temp;
5672         switch(tcmod->tcmod)
5673         {
5674                 case Q3TCMOD_COUNT:
5675                 case Q3TCMOD_NONE:
5676                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5677                                 matrix = r_waterscrollmatrix;
5678                         else
5679                                 matrix = identitymatrix;
5680                         break;
5681                 case Q3TCMOD_ENTITYTRANSLATE:
5682                         // this is used in Q3 to allow the gamecode to control texcoord
5683                         // scrolling on the entity, which is not supported in darkplaces yet.
5684                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5685                         break;
5686                 case Q3TCMOD_ROTATE:
5687                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5688                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5689                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5690                         break;
5691                 case Q3TCMOD_SCALE:
5692                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5693                         break;
5694                 case Q3TCMOD_SCROLL:
5695                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5696                         break;
5697                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5698                         w = (int) tcmod->parms[0];
5699                         h = (int) tcmod->parms[1];
5700                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5701                         f = f - floor(f);
5702                         idx = (int) floor(f * w * h);
5703                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5704                         break;
5705                 case Q3TCMOD_STRETCH:
5706                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5707                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5708                         break;
5709                 case Q3TCMOD_TRANSFORM:
5710                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5711                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5712                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5713                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5714                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5715                         break;
5716                 case Q3TCMOD_TURBULENT:
5717                         // this is handled in the RSurf_PrepareVertices function
5718                         matrix = identitymatrix;
5719                         break;
5720         }
5721         temp = *texmatrix;
5722         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5723 }
5724
5725 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5726 {
5727         int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5728         char name[MAX_QPATH];
5729         skinframe_t *skinframe;
5730         unsigned char pixels[296*194];
5731         strlcpy(cache->name, skinname, sizeof(cache->name));
5732         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5733         if (developer_loading.integer)
5734                 Con_Printf("loading %s\n", name);
5735         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5736         if (!skinframe || !skinframe->base)
5737         {
5738                 unsigned char *f;
5739                 fs_offset_t filesize;
5740                 skinframe = NULL;
5741                 f = FS_LoadFile(name, tempmempool, true, &filesize);
5742                 if (f)
5743                 {
5744                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5745                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5746                         Mem_Free(f);
5747                 }
5748         }
5749         cache->skinframe = skinframe;
5750 }
5751
5752 texture_t *R_GetCurrentTexture(texture_t *t)
5753 {
5754         int i;
5755         const entity_render_t *ent = rsurface.entity;
5756         dp_model_t *model = ent->model;
5757         q3shaderinfo_layer_tcmod_t *tcmod;
5758
5759         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5760                 return t->currentframe;
5761         t->update_lastrenderframe = r_frame;
5762         t->update_lastrenderentity = (void *)ent;
5763
5764         // switch to an alternate material if this is a q1bsp animated material
5765         {
5766                 texture_t *texture = t;
5767                 int s = rsurface.ent_skinnum;
5768                 if ((unsigned int)s >= (unsigned int)model->numskins)
5769                         s = 0;
5770                 if (model->skinscenes)
5771                 {
5772                         if (model->skinscenes[s].framecount > 1)
5773                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5774                         else
5775                                 s = model->skinscenes[s].firstframe;
5776                 }
5777                 if (s > 0)
5778                         t = t + s * model->num_surfaces;
5779                 if (t->animated)
5780                 {
5781                         // use an alternate animation if the entity's frame is not 0,
5782                         // and only if the texture has an alternate animation
5783                         if (rsurface.ent_alttextures && t->anim_total[1])
5784                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5785                         else
5786                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5787                 }
5788                 texture->currentframe = t;
5789         }
5790
5791         // update currentskinframe to be a qw skin or animation frame
5792         if (rsurface.ent_qwskin >= 0)
5793         {
5794                 i = rsurface.ent_qwskin;
5795                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5796                 {
5797                         r_qwskincache_size = cl.maxclients;
5798                         if (r_qwskincache)
5799                                 Mem_Free(r_qwskincache);
5800                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5801                 }
5802                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5803                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5804                 t->currentskinframe = r_qwskincache[i].skinframe;
5805                 if (t->currentskinframe == NULL)
5806                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5807         }
5808         else if (t->numskinframes >= 2)
5809                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5810         if (t->backgroundnumskinframes >= 2)
5811                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5812
5813         t->currentmaterialflags = t->basematerialflags;
5814         t->currentalpha = rsurface.ent_color[3];
5815         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5816                 t->currentalpha *= r_wateralpha.value;
5817         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5818                 t->currentalpha *= t->r_water_wateralpha;
5819         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5820                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5821         if (!(rsurface.ent_flags & RENDER_LIGHT))
5822                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5823         else if (rsurface.modeltexcoordlightmap2f == NULL)
5824         {
5825                 // pick a model lighting mode
5826                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5827                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5828                 else
5829                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5830         }
5831         if (rsurface.ent_flags & RENDER_ADDITIVE)
5832                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5833         else if (t->currentalpha < 1)
5834                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5835         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5836                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5837         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5838                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5839         if (t->backgroundnumskinframes)
5840                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5841         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5842         {
5843                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5844                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5845         }
5846         else
5847                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5848
5849         // there is no tcmod
5850         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5851         {
5852                 t->currenttexmatrix = r_waterscrollmatrix;
5853                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5854         }
5855         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5856         {
5857                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5858                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5859         }
5860
5861         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5862                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5863         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5864                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5865
5866         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5867         if (t->currentskinframe->qpixels)
5868                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
5869         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5870         t->glosstexture = r_texture_black;
5871         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5872         t->backgroundglosstexture = r_texture_black;
5873         t->specularpower = r_shadow_glossexponent.value;
5874         // TODO: store reference values for these in the texture?
5875         t->specularscale = 0;
5876         if (r_shadow_gloss.integer > 0)
5877         {
5878                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5879                 {
5880                         if (r_shadow_glossintensity.value > 0)
5881                         {
5882                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5883                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5884                                 t->specularscale = r_shadow_glossintensity.value;
5885                         }
5886                 }
5887                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5888                 {
5889                         t->glosstexture = r_texture_white;
5890                         t->backgroundglosstexture = r_texture_white;
5891                         t->specularscale = r_shadow_gloss2intensity.value;
5892                         t->specularpower = r_shadow_gloss2exponent.value;
5893                 }
5894         }
5895         t->specularscale *= t->specularscalemod;
5896         t->specularpower *= t->specularpowermod;
5897
5898         // lightmaps mode looks bad with dlights using actual texturing, so turn
5899         // off the colormap and glossmap, but leave the normalmap on as it still
5900         // accurately represents the shading involved
5901         if (gl_lightmaps.integer)
5902         {
5903                 t->basetexture = r_texture_grey128;
5904                 t->backgroundbasetexture = NULL;
5905                 t->specularscale = 0;
5906                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5907         }
5908
5909         Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5910         VectorClear(t->dlightcolor);
5911         t->currentnumlayers = 0;
5912         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5913         {
5914                 int layerflags = 0;
5915                 int blendfunc1, blendfunc2;
5916                 qboolean depthmask;
5917                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5918                 {
5919                         blendfunc1 = GL_SRC_ALPHA;
5920                         blendfunc2 = GL_ONE;
5921                 }
5922                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5923                 {
5924                         blendfunc1 = GL_SRC_ALPHA;
5925                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5926                 }
5927                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5928                 {
5929                         blendfunc1 = t->customblendfunc[0];
5930                         blendfunc2 = t->customblendfunc[1];
5931                 }
5932                 else
5933                 {
5934                         blendfunc1 = GL_ONE;
5935                         blendfunc2 = GL_ZERO;
5936                 }
5937                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5938                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5939                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5940                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5941                 {
5942                         // fullbright is not affected by r_refdef.lightmapintensity
5943                         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]);
5944                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5945                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5946                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5947                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5948                 }
5949                 else
5950                 {
5951                         vec3_t ambientcolor;
5952                         float colorscale;
5953                         // set the color tint used for lights affecting this surface
5954                         VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
5955                         colorscale = 2;
5956                         // q3bsp has no lightmap updates, so the lightstylevalue that
5957                         // would normally be baked into the lightmap must be
5958                         // applied to the color
5959                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5960                         if (model->type == mod_brushq3)
5961                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5962                         colorscale *= r_refdef.lightmapintensity;
5963                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5964                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5965                         // basic lit geometry
5966                         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]);
5967                         // add pants/shirt if needed
5968                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5969                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
5970                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5971                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5972                         // now add ambient passes if needed
5973                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5974                         {
5975                                 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]);
5976                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5977                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5978                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5979                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5980                         }
5981                 }
5982                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5983                         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]);
5984                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5985                 {
5986                         // if this is opaque use alpha blend which will darken the earlier
5987                         // passes cheaply.
5988                         //
5989                         // if this is an alpha blended material, all the earlier passes
5990                         // were darkened by fog already, so we only need to add the fog
5991                         // color ontop through the fog mask texture
5992                         //
5993                         // if this is an additive blended material, all the earlier passes
5994                         // were darkened by fog already, and we should not add fog color
5995                         // (because the background was not darkened, there is no fog color
5996                         // that was lost behind it).
5997                         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]);
5998                 }
5999         }
6000
6001         return t->currentframe;
6002 }
6003
6004 rsurfacestate_t rsurface;
6005
6006 void R_Mesh_ResizeArrays(int newvertices)
6007 {
6008         float *base;
6009         if (rsurface.array_size >= newvertices)
6010                 return;
6011         if (rsurface.array_modelvertex3f)
6012                 Mem_Free(rsurface.array_modelvertex3f);
6013         rsurface.array_size = (newvertices + 1023) & ~1023;
6014         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
6015         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
6016         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
6017         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
6018         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
6019         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
6020         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
6021         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
6022         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
6023         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
6024         rsurface.array_color4f           = base + rsurface.array_size * 27;
6025         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
6026 }
6027
6028 void RSurf_ActiveWorldEntity(void)
6029 {
6030         dp_model_t *model = r_refdef.scene.worldmodel;
6031         //if (rsurface.entity == r_refdef.scene.worldentity)
6032         //      return;
6033         rsurface.entity = r_refdef.scene.worldentity;
6034         rsurface.skeleton = NULL;
6035         rsurface.ent_skinnum = 0;
6036         rsurface.ent_qwskin = -1;
6037         rsurface.ent_shadertime = 0;
6038         Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
6039         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
6040         if (rsurface.array_size < model->surfmesh.num_vertices)
6041                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6042         rsurface.matrix = identitymatrix;
6043         rsurface.inversematrix = identitymatrix;
6044         rsurface.matrixscale = 1;
6045         rsurface.inversematrixscale = 1;
6046         R_Mesh_Matrix(&identitymatrix);
6047         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
6048         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6049         rsurface.fograngerecip = r_refdef.fograngerecip;
6050         rsurface.fogheightfade = r_refdef.fogheightfade;
6051         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6052         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6053         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6054         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6055         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6056         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6057         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6058         VectorSet(rsurface.glowmod, 1, 1, 1);
6059         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6060         rsurface.frameblend[0].lerp = 1;
6061         rsurface.ent_alttextures = false;
6062         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6063         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6064         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6065         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6066         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6067         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6068         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6069         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6070         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6071         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6072         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6073         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6074         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6075         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6076         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6077         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6078         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6079         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6080         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6081         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6082         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6083         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6084         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6085         rsurface.modelelement3i = model->surfmesh.data_element3i;
6086         rsurface.modelelement3s = model->surfmesh.data_element3s;
6087         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6088         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6089         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6090         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6091         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6092         rsurface.modelsurfaces = model->data_surfaces;
6093         rsurface.generatedvertex = false;
6094         rsurface.vertex3f  = rsurface.modelvertex3f;
6095         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6096         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6097         rsurface.svector3f = rsurface.modelsvector3f;
6098         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6099         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6100         rsurface.tvector3f = rsurface.modeltvector3f;
6101         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6102         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6103         rsurface.normal3f  = rsurface.modelnormal3f;
6104         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6105         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6106         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6107 }
6108
6109 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6110 {
6111         dp_model_t *model = ent->model;
6112         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6113         //      return;
6114         rsurface.entity = (entity_render_t *)ent;
6115         rsurface.skeleton = ent->skeleton;
6116         rsurface.ent_skinnum = ent->skinnum;
6117         rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6118         rsurface.ent_shadertime = ent->shadertime;
6119         Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6120         rsurface.ent_flags = ent->flags;
6121         if (rsurface.array_size < model->surfmesh.num_vertices)
6122                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6123         rsurface.matrix = ent->matrix;
6124         rsurface.inversematrix = ent->inversematrix;
6125         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6126         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6127         R_Mesh_Matrix(&rsurface.matrix);
6128         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6129         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6130         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6131         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6132         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6133         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6134         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6135         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6136         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6137         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6138         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6139         VectorCopy(ent->glowmod, rsurface.glowmod);
6140         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6141         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6142         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6143         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6144         if (ent->model->brush.submodel)
6145         {
6146                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6147                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6148         }
6149         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6150         {
6151                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
6152                 {
6153                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
6154                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
6155                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
6156                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
6157                 }
6158                 else if (wanttangents)
6159                 {
6160                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6161                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6162                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6163                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6164                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6165                 }
6166                 else if (wantnormals)
6167                 {
6168                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6169                         rsurface.modelsvector3f = NULL;
6170                         rsurface.modeltvector3f = NULL;
6171                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6172                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6173                 }
6174                 else
6175                 {
6176                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6177                         rsurface.modelsvector3f = NULL;
6178                         rsurface.modeltvector3f = NULL;
6179                         rsurface.modelnormal3f = NULL;
6180                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6181                 }
6182                 rsurface.modelvertex3f_bufferobject = 0;
6183                 rsurface.modelvertex3f_bufferoffset = 0;
6184                 rsurface.modelsvector3f_bufferobject = 0;
6185                 rsurface.modelsvector3f_bufferoffset = 0;
6186                 rsurface.modeltvector3f_bufferobject = 0;
6187                 rsurface.modeltvector3f_bufferoffset = 0;
6188                 rsurface.modelnormal3f_bufferobject = 0;
6189                 rsurface.modelnormal3f_bufferoffset = 0;
6190                 rsurface.generatedvertex = true;
6191         }
6192         else
6193         {
6194                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6195                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6196                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6197                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6198                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6199                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6200                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6201                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6202                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6203                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6204                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6205                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6206                 rsurface.generatedvertex = false;
6207         }
6208         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6209         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6210         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6211         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6212         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6213         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6214         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6215         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6216         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6217         rsurface.modelelement3i = model->surfmesh.data_element3i;
6218         rsurface.modelelement3s = model->surfmesh.data_element3s;
6219         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6220         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6221         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6222         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6223         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6224         rsurface.modelsurfaces = model->data_surfaces;
6225         rsurface.vertex3f  = rsurface.modelvertex3f;
6226         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6227         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6228         rsurface.svector3f = rsurface.modelsvector3f;
6229         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6230         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6231         rsurface.tvector3f = rsurface.modeltvector3f;
6232         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6233         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6234         rsurface.normal3f  = rsurface.modelnormal3f;
6235         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6236         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6237         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6238 }
6239
6240 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
6241 {
6242         rsurface.entity = r_refdef.scene.worldentity;
6243         rsurface.skeleton = NULL;
6244         rsurface.ent_skinnum = 0;
6245         rsurface.ent_qwskin = -1;
6246         rsurface.ent_shadertime = shadertime;
6247         Vector4Set(rsurface.ent_color, r, g, b, a);
6248         rsurface.ent_flags = entflags;
6249         rsurface.modelnum_vertices = numvertices;
6250         rsurface.modelnum_triangles = numtriangles;
6251         if (rsurface.array_size < rsurface.modelnum_vertices)
6252                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6253         rsurface.matrix = *matrix;
6254         rsurface.inversematrix = *inversematrix;
6255         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6256         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6257         R_Mesh_Matrix(&rsurface.matrix);
6258         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6259         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6260         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6261         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6262         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6263         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6264         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6265         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6266         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6267         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6268         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6269         VectorSet(rsurface.glowmod, 1, 1, 1);
6270         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6271         rsurface.frameblend[0].lerp = 1;
6272         rsurface.ent_alttextures = false;
6273         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6274         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6275         if (wanttangents)
6276         {
6277                 rsurface.modelvertex3f = vertex3f;
6278                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6279                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6280                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6281         }
6282         else if (wantnormals)
6283         {
6284                 rsurface.modelvertex3f = vertex3f;
6285                 rsurface.modelsvector3f = NULL;
6286                 rsurface.modeltvector3f = NULL;
6287                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6288         }
6289         else
6290         {
6291                 rsurface.modelvertex3f = vertex3f;
6292                 rsurface.modelsvector3f = NULL;
6293                 rsurface.modeltvector3f = NULL;
6294                 rsurface.modelnormal3f = NULL;
6295         }
6296         rsurface.modelvertex3f_bufferobject = 0;
6297         rsurface.modelvertex3f_bufferoffset = 0;
6298         rsurface.modelsvector3f_bufferobject = 0;
6299         rsurface.modelsvector3f_bufferoffset = 0;
6300         rsurface.modeltvector3f_bufferobject = 0;
6301         rsurface.modeltvector3f_bufferoffset = 0;
6302         rsurface.modelnormal3f_bufferobject = 0;
6303         rsurface.modelnormal3f_bufferoffset = 0;
6304         rsurface.generatedvertex = true;
6305         rsurface.modellightmapcolor4f  = color4f;
6306         rsurface.modellightmapcolor4f_bufferobject = 0;
6307         rsurface.modellightmapcolor4f_bufferoffset = 0;
6308         rsurface.modeltexcoordtexture2f  = texcoord2f;
6309         rsurface.modeltexcoordtexture2f_bufferobject = 0;
6310         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6311         rsurface.modeltexcoordlightmap2f  = NULL;
6312         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6313         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6314         rsurface.modelelement3i = element3i;
6315         rsurface.modelelement3s = element3s;
6316         rsurface.modelelement3i_bufferobject = 0;
6317         rsurface.modelelement3s_bufferobject = 0;
6318         rsurface.modellightmapoffsets = NULL;
6319         rsurface.modelsurfaces = NULL;
6320         rsurface.vertex3f  = rsurface.modelvertex3f;
6321         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6322         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6323         rsurface.svector3f = rsurface.modelsvector3f;
6324         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6325         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6326         rsurface.tvector3f = rsurface.modeltvector3f;
6327         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6328         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6329         rsurface.normal3f  = rsurface.modelnormal3f;
6330         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6331         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6332         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6333
6334         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6335         {
6336                 if ((wantnormals || wanttangents) && !normal3f)
6337                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6338                 if (wanttangents && !svector3f)
6339                         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);
6340         }
6341 }
6342
6343 float RSurf_FogPoint(const float *v)
6344 {
6345         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6346         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6347         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6348         float FogHeightFade = r_refdef.fogheightfade;
6349         float fogfrac;
6350         unsigned int fogmasktableindex;
6351         if (r_refdef.fogplaneviewabove)
6352                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6353         else
6354                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6355         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6356         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6357 }
6358
6359 float RSurf_FogVertex(const float *v)
6360 {
6361         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6362         float FogPlaneViewDist = rsurface.fogplaneviewdist;
6363         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6364         float FogHeightFade = rsurface.fogheightfade;
6365         float fogfrac;
6366         unsigned int fogmasktableindex;
6367         if (r_refdef.fogplaneviewabove)
6368                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6369         else
6370                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6371         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6372         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6373 }
6374
6375 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6376 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6377 {
6378         int deformindex;
6379         int texturesurfaceindex;
6380         int i, j;
6381         float amplitude;
6382         float animpos;
6383         float scale;
6384         const float *v1, *in_tc;
6385         float *out_tc;
6386         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6387         float waveparms[4];
6388         q3shaderinfo_deform_t *deform;
6389         // 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
6390         if (rsurface.generatedvertex)
6391         {
6392                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6393                         generatenormals = true;
6394                 for (i = 0;i < Q3MAXDEFORMS;i++)
6395                 {
6396                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6397                         {
6398                                 generatetangents = true;
6399                                 generatenormals = true;
6400                         }
6401                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6402                                 generatenormals = true;
6403                 }
6404                 if (generatenormals && !rsurface.modelnormal3f)
6405                 {
6406                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6407                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6408                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6409                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6410                 }
6411                 if (generatetangents && !rsurface.modelsvector3f)
6412                 {
6413                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6414                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6415                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6416                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6417                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6418                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6419                         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);
6420                 }
6421         }
6422         rsurface.vertex3f  = rsurface.modelvertex3f;
6423         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6424         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6425         rsurface.svector3f = rsurface.modelsvector3f;
6426         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6427         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6428         rsurface.tvector3f = rsurface.modeltvector3f;
6429         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6430         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6431         rsurface.normal3f  = rsurface.modelnormal3f;
6432         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6433         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6434         // if vertices are deformed (sprite flares and things in maps, possibly
6435         // water waves, bulges and other deformations), generate them into
6436         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6437         // (may be static model data or generated data for an animated model, or
6438         //  the previous deform pass)
6439         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6440         {
6441                 switch (deform->deform)
6442                 {
6443                 default:
6444                 case Q3DEFORM_PROJECTIONSHADOW:
6445                 case Q3DEFORM_TEXT0:
6446                 case Q3DEFORM_TEXT1:
6447                 case Q3DEFORM_TEXT2:
6448                 case Q3DEFORM_TEXT3:
6449                 case Q3DEFORM_TEXT4:
6450                 case Q3DEFORM_TEXT5:
6451                 case Q3DEFORM_TEXT6:
6452                 case Q3DEFORM_TEXT7:
6453                 case Q3DEFORM_NONE:
6454                         break;
6455                 case Q3DEFORM_AUTOSPRITE:
6456                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6457                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6458                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6459                         VectorNormalize(newforward);
6460                         VectorNormalize(newright);
6461                         VectorNormalize(newup);
6462                         // make deformed versions of only the model vertices used by the specified surfaces
6463                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6464                         {
6465                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6466                                 // a single autosprite surface can contain multiple sprites...
6467                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6468                                 {
6469                                         VectorClear(center);
6470                                         for (i = 0;i < 4;i++)
6471                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6472                                         VectorScale(center, 0.25f, center);
6473                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
6474                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6475                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6476                                         for (i = 0;i < 4;i++)
6477                                         {
6478                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6479                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6480                                         }
6481                                 }
6482                                 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);
6483                                 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);
6484                         }
6485                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6486                         rsurface.vertex3f_bufferobject = 0;
6487                         rsurface.vertex3f_bufferoffset = 0;
6488                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6489                         rsurface.svector3f_bufferobject = 0;
6490                         rsurface.svector3f_bufferoffset = 0;
6491                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6492                         rsurface.tvector3f_bufferobject = 0;
6493                         rsurface.tvector3f_bufferoffset = 0;
6494                         rsurface.normal3f = rsurface.array_deformednormal3f;
6495                         rsurface.normal3f_bufferobject = 0;
6496                         rsurface.normal3f_bufferoffset = 0;
6497                         break;
6498                 case Q3DEFORM_AUTOSPRITE2:
6499                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6500                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6501                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6502                         VectorNormalize(newforward);
6503                         VectorNormalize(newright);
6504                         VectorNormalize(newup);
6505                         // make deformed versions of only the model vertices used by the specified surfaces
6506                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6507                         {
6508                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6509                                 const float *v1, *v2;
6510                                 vec3_t start, end;
6511                                 float f, l;
6512                                 struct
6513                                 {
6514                                         float length2;
6515                                         const float *v1;
6516                                         const float *v2;
6517                                 }
6518                                 shortest[2];
6519                                 memset(shortest, 0, sizeof(shortest));
6520                                 // a single autosprite surface can contain multiple sprites...
6521                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6522                                 {
6523                                         VectorClear(center);
6524                                         for (i = 0;i < 4;i++)
6525                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6526                                         VectorScale(center, 0.25f, center);
6527                                         // find the two shortest edges, then use them to define the
6528                                         // axis vectors for rotating around the central axis
6529                                         for (i = 0;i < 6;i++)
6530                                         {
6531                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6532                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6533 #if 0
6534                                                 Debug_PolygonBegin(NULL, 0);
6535                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6536                                                 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);
6537                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6538                                                 Debug_PolygonEnd();
6539 #endif
6540                                                 l = VectorDistance2(v1, v2);
6541                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6542                                                 if (v1[2] != v2[2])
6543                                                         l += (1.0f / 1024.0f);
6544                                                 if (shortest[0].length2 > l || i == 0)
6545                                                 {
6546                                                         shortest[1] = shortest[0];
6547                                                         shortest[0].length2 = l;
6548                                                         shortest[0].v1 = v1;
6549                                                         shortest[0].v2 = v2;
6550                                                 }
6551                                                 else if (shortest[1].length2 > l || i == 1)
6552                                                 {
6553                                                         shortest[1].length2 = l;
6554                                                         shortest[1].v1 = v1;
6555                                                         shortest[1].v2 = v2;
6556                                                 }
6557                                         }
6558                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6559                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6560 #if 0
6561                                         Debug_PolygonBegin(NULL, 0);
6562                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6563                                         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);
6564                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6565                                         Debug_PolygonEnd();
6566 #endif
6567                                         // this calculates the right vector from the shortest edge
6568                                         // and the up vector from the edge midpoints
6569                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6570                                         VectorNormalize(right);
6571                                         VectorSubtract(end, start, up);
6572                                         VectorNormalize(up);
6573                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6574                                         VectorSubtract(rsurface.localvieworigin, center, forward);
6575                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6576                                         VectorNegate(forward, forward);
6577                                         VectorReflect(forward, 0, up, forward);
6578                                         VectorNormalize(forward);
6579                                         CrossProduct(up, forward, newright);
6580                                         VectorNormalize(newright);
6581 #if 0
6582                                         Debug_PolygonBegin(NULL, 0);
6583                                         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);
6584                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6585                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6586                                         Debug_PolygonEnd();
6587 #endif
6588 #if 0
6589                                         Debug_PolygonBegin(NULL, 0);
6590                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6591                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6592                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6593                                         Debug_PolygonEnd();
6594 #endif
6595                                         // rotate the quad around the up axis vector, this is made
6596                                         // especially easy by the fact we know the quad is flat,
6597                                         // so we only have to subtract the center position and
6598                                         // measure distance along the right vector, and then
6599                                         // multiply that by the newright vector and add back the
6600                                         // center position
6601                                         // we also need to subtract the old position to undo the
6602                                         // displacement from the center, which we do with a
6603                                         // DotProduct, the subtraction/addition of center is also
6604                                         // optimized into DotProducts here
6605                                         l = DotProduct(right, center);
6606                                         for (i = 0;i < 4;i++)
6607                                         {
6608                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6609                                                 f = DotProduct(right, v1) - l;
6610                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6611                                         }
6612                                 }
6613                                 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);
6614                                 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);
6615                         }
6616                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6617                         rsurface.vertex3f_bufferobject = 0;
6618                         rsurface.vertex3f_bufferoffset = 0;
6619                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6620                         rsurface.svector3f_bufferobject = 0;
6621                         rsurface.svector3f_bufferoffset = 0;
6622                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6623                         rsurface.tvector3f_bufferobject = 0;
6624                         rsurface.tvector3f_bufferoffset = 0;
6625                         rsurface.normal3f = rsurface.array_deformednormal3f;
6626                         rsurface.normal3f_bufferobject = 0;
6627                         rsurface.normal3f_bufferoffset = 0;
6628                         break;
6629                 case Q3DEFORM_NORMAL:
6630                         // deform the normals to make reflections wavey
6631                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6632                         {
6633                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6634                                 for (j = 0;j < surface->num_vertices;j++)
6635                                 {
6636                                         float vertex[3];
6637                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6638                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6639                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6640                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6641                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6642                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6643                                         VectorNormalize(normal);
6644                                 }
6645                                 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);
6646                         }
6647                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6648                         rsurface.svector3f_bufferobject = 0;
6649                         rsurface.svector3f_bufferoffset = 0;
6650                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6651                         rsurface.tvector3f_bufferobject = 0;
6652                         rsurface.tvector3f_bufferoffset = 0;
6653                         rsurface.normal3f = rsurface.array_deformednormal3f;
6654                         rsurface.normal3f_bufferobject = 0;
6655                         rsurface.normal3f_bufferoffset = 0;
6656                         break;
6657                 case Q3DEFORM_WAVE:
6658                         // deform vertex array to make wavey water and flags and such
6659                         waveparms[0] = deform->waveparms[0];
6660                         waveparms[1] = deform->waveparms[1];
6661                         waveparms[2] = deform->waveparms[2];
6662                         waveparms[3] = deform->waveparms[3];
6663                         // this is how a divisor of vertex influence on deformation
6664                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6665                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6666                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6667                         {
6668                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6669                                 for (j = 0;j < surface->num_vertices;j++)
6670                                 {
6671                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6672                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6673                                         // if the wavefunc depends on time, evaluate it per-vertex
6674                                         if (waveparms[3])
6675                                         {
6676                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6677                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6678                                         }
6679                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6680                                 }
6681                         }
6682                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6683                         rsurface.vertex3f_bufferobject = 0;
6684                         rsurface.vertex3f_bufferoffset = 0;
6685                         break;
6686                 case Q3DEFORM_BULGE:
6687                         // deform vertex array to make the surface have moving bulges
6688                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6689                         {
6690                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6691                                 for (j = 0;j < surface->num_vertices;j++)
6692                                 {
6693                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6694                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6695                                 }
6696                         }
6697                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6698                         rsurface.vertex3f_bufferobject = 0;
6699                         rsurface.vertex3f_bufferoffset = 0;
6700                         break;
6701                 case Q3DEFORM_MOVE:
6702                         // deform vertex array
6703                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6704                         VectorScale(deform->parms, scale, waveparms);
6705                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6706                         {
6707                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6708                                 for (j = 0;j < surface->num_vertices;j++)
6709                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6710                         }
6711                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6712                         rsurface.vertex3f_bufferobject = 0;
6713                         rsurface.vertex3f_bufferoffset = 0;
6714                         break;
6715                 }
6716         }
6717         // generate texcoords based on the chosen texcoord source
6718         switch(rsurface.texture->tcgen.tcgen)
6719         {
6720         default:
6721         case Q3TCGEN_TEXTURE:
6722                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6723                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6724                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6725                 break;
6726         case Q3TCGEN_LIGHTMAP:
6727                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6728                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6729                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6730                 break;
6731         case Q3TCGEN_VECTOR:
6732                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6733                 {
6734                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6735                         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)
6736                         {
6737                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6738                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6739                         }
6740                 }
6741                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6742                 rsurface.texcoordtexture2f_bufferobject  = 0;
6743                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6744                 break;
6745         case Q3TCGEN_ENVIRONMENT:
6746                 // make environment reflections using a spheremap
6747                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6748                 {
6749                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6750                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6751                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6752                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6753                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6754                         {
6755                                 // identical to Q3A's method, but executed in worldspace so
6756                                 // carried models can be shiny too
6757
6758                                 float viewer[3], d, reflected[3], worldreflected[3];
6759
6760                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6761                                 // VectorNormalize(viewer);
6762
6763                                 d = DotProduct(normal, viewer);
6764
6765                                 reflected[0] = normal[0]*2*d - viewer[0];
6766                                 reflected[1] = normal[1]*2*d - viewer[1];
6767                                 reflected[2] = normal[2]*2*d - viewer[2];
6768                                 // note: this is proportinal to viewer, so we can normalize later
6769
6770                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6771                                 VectorNormalize(worldreflected);
6772
6773                                 // note: this sphere map only uses world x and z!
6774                                 // so positive and negative y will LOOK THE SAME.
6775                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6776                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6777                         }
6778                 }
6779                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6780                 rsurface.texcoordtexture2f_bufferobject  = 0;
6781                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6782                 break;
6783         }
6784         // the only tcmod that needs software vertex processing is turbulent, so
6785         // check for it here and apply the changes if needed
6786         // and we only support that as the first one
6787         // (handling a mixture of turbulent and other tcmods would be problematic
6788         //  without punting it entirely to a software path)
6789         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6790         {
6791                 amplitude = rsurface.texture->tcmods[0].parms[1];
6792                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6793                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6794                 {
6795                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6796                         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)
6797                         {
6798                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6799                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6800                         }
6801                 }
6802                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6803                 rsurface.texcoordtexture2f_bufferobject  = 0;
6804                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6805         }
6806         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6807         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6808         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6809         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6810 }
6811
6812 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6813 {
6814         int i, j;
6815         const msurface_t *surface = texturesurfacelist[0];
6816         const msurface_t *surface2;
6817         int firstvertex;
6818         int endvertex;
6819         int numvertices;
6820         int numtriangles;
6821         // TODO: lock all array ranges before render, rather than on each surface
6822         if (texturenumsurfaces == 1)
6823         {
6824                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6825                 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);
6826         }
6827         else if (r_batchmode.integer == 2)
6828         {
6829                 #define MAXBATCHTRIANGLES 4096
6830                 int batchtriangles = 0;
6831                 int batchelements[MAXBATCHTRIANGLES*3];
6832                 for (i = 0;i < texturenumsurfaces;i = j)
6833                 {
6834                         surface = texturesurfacelist[i];
6835                         j = i + 1;
6836                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6837                         {
6838                                 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);
6839                                 continue;
6840                         }
6841                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6842                         batchtriangles = surface->num_triangles;
6843                         firstvertex = surface->num_firstvertex;
6844                         endvertex = surface->num_firstvertex + surface->num_vertices;
6845                         for (;j < texturenumsurfaces;j++)
6846                         {
6847                                 surface2 = texturesurfacelist[j];
6848                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6849                                         break;
6850                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6851                                 batchtriangles += surface2->num_triangles;
6852                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6853                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6854                         }
6855                         surface2 = texturesurfacelist[j-1];
6856                         numvertices = endvertex - firstvertex;
6857                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6858                 }
6859         }
6860         else if (r_batchmode.integer == 1)
6861         {
6862                 for (i = 0;i < texturenumsurfaces;i = j)
6863                 {
6864                         surface = texturesurfacelist[i];
6865                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6866                                 if (texturesurfacelist[j] != surface2)
6867                                         break;
6868                         surface2 = texturesurfacelist[j-1];
6869                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6870                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6871                         GL_LockArrays(surface->num_firstvertex, numvertices);
6872                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6873                 }
6874         }
6875         else
6876         {
6877                 for (i = 0;i < texturenumsurfaces;i++)
6878                 {
6879                         surface = texturesurfacelist[i];
6880                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6881                         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);
6882                 }
6883         }
6884 }
6885
6886 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6887 {
6888         int i, planeindex, vertexindex;
6889         float d, bestd;
6890         vec3_t vert;
6891         const float *v;
6892         r_waterstate_waterplane_t *p, *bestp;
6893         const msurface_t *surface;
6894         if (r_waterstate.renderingscene)
6895                 return;
6896         for (i = 0;i < texturenumsurfaces;i++)
6897         {
6898                 surface = texturesurfacelist[i];
6899                 if (lightmaptexunit >= 0)
6900                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6901                 if (deluxemaptexunit >= 0)
6902                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6903                 // pick the closest matching water plane
6904                 bestd = 0;
6905                 bestp = NULL;
6906                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6907                 {
6908                         d = 0;
6909                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6910                         {
6911                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6912                                 d += fabs(PlaneDiff(vert, &p->plane));
6913                         }
6914                         if (bestd > d || !bestp)
6915                         {
6916                                 bestd = d;
6917                                 bestp = p;
6918                         }
6919                 }
6920                 if (bestp)
6921                 {
6922                         if (refractiontexunit >= 0)
6923                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6924                         if (reflectiontexunit >= 0)
6925                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6926                 }
6927                 else
6928                 {
6929                         if (refractiontexunit >= 0)
6930                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6931                         if (reflectiontexunit >= 0)
6932                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6933                 }
6934                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6935                 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);
6936         }
6937 }
6938
6939 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6940 {
6941         int i;
6942         int j;
6943         const msurface_t *surface = texturesurfacelist[0];
6944         const msurface_t *surface2;
6945         int firstvertex;
6946         int endvertex;
6947         int numvertices;
6948         int numtriangles;
6949         // TODO: lock all array ranges before render, rather than on each surface
6950         if (texturenumsurfaces == 1)
6951         {
6952                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6953                 if (deluxemaptexunit >= 0)
6954                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6955                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6956                 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);
6957         }
6958         else if (r_batchmode.integer == 2)
6959         {
6960                 #define MAXBATCHTRIANGLES 4096
6961                 int batchtriangles = 0;
6962                 int batchelements[MAXBATCHTRIANGLES*3];
6963                 for (i = 0;i < texturenumsurfaces;i = j)
6964                 {
6965                         surface = texturesurfacelist[i];
6966                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6967                         if (deluxemaptexunit >= 0)
6968                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6969                         j = i + 1;
6970                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6971                         {
6972                                 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);
6973                                 continue;
6974                         }
6975                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6976                         batchtriangles = surface->num_triangles;
6977                         firstvertex = surface->num_firstvertex;
6978                         endvertex = surface->num_firstvertex + surface->num_vertices;
6979                         for (;j < texturenumsurfaces;j++)
6980                         {
6981                                 surface2 = texturesurfacelist[j];
6982                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6983                                         break;
6984                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6985                                 batchtriangles += surface2->num_triangles;
6986                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6987                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6988                         }
6989                         surface2 = texturesurfacelist[j-1];
6990                         numvertices = endvertex - firstvertex;
6991                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6992                 }
6993         }
6994         else if (r_batchmode.integer == 1)
6995         {
6996 #if 0
6997                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6998                 for (i = 0;i < texturenumsurfaces;i = j)
6999                 {
7000                         surface = texturesurfacelist[i];
7001                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7002                                 if (texturesurfacelist[j] != surface2)
7003                                         break;
7004                         Con_Printf(" %i", j - i);
7005                 }
7006                 Con_Printf("\n");
7007                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
7008 #endif
7009                 for (i = 0;i < texturenumsurfaces;i = j)
7010                 {
7011                         surface = texturesurfacelist[i];
7012                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7013                         if (deluxemaptexunit >= 0)
7014                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7015                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7016                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
7017                                         break;
7018 #if 0
7019                         Con_Printf(" %i", j - i);
7020 #endif
7021                         surface2 = texturesurfacelist[j-1];
7022                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
7023                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
7024                         GL_LockArrays(surface->num_firstvertex, numvertices);
7025                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7026                 }
7027 #if 0
7028                 Con_Printf("\n");
7029 #endif
7030         }
7031         else
7032         {
7033                 for (i = 0;i < texturenumsurfaces;i++)
7034                 {
7035                         surface = texturesurfacelist[i];
7036                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7037                         if (deluxemaptexunit >= 0)
7038                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7039                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7040                         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);
7041                 }
7042         }
7043 }
7044
7045 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7046 {
7047         int j;
7048         int texturesurfaceindex;
7049         if (r_showsurfaces.integer == 2)
7050         {
7051                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7052                 {
7053                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7054                         for (j = 0;j < surface->num_triangles;j++)
7055                         {
7056                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7057                                 GL_Color(f, f, f, 1);
7058                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7059                         }
7060                 }
7061         }
7062         else
7063         {
7064                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7065                 {
7066                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7067                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
7068                         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);
7069                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7070                         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);
7071                 }
7072         }
7073 }
7074
7075 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7076 {
7077         int texturesurfaceindex;
7078         int i;
7079         const float *v;
7080         float *c2;
7081         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7082         {
7083                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7084                 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)
7085                 {
7086                         c2[0] = 0.5;
7087                         c2[1] = 0.5;
7088                         c2[2] = 0.5;
7089                         c2[3] = 1;
7090                 }
7091         }
7092         rsurface.lightmapcolor4f = rsurface.array_color4f;
7093         rsurface.lightmapcolor4f_bufferobject = 0;
7094         rsurface.lightmapcolor4f_bufferoffset = 0;
7095 }
7096
7097 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7098 {
7099         int texturesurfaceindex;
7100         int i;
7101         float f;
7102         const float *v;
7103         const float *c;
7104         float *c2;
7105         if (rsurface.lightmapcolor4f)
7106         {
7107                 // generate color arrays for the surfaces in this list
7108                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7109                 {
7110                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7111                         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)
7112                         {
7113                                 f = RSurf_FogVertex(v);
7114                                 c2[0] = c[0] * f;
7115                                 c2[1] = c[1] * f;
7116                                 c2[2] = c[2] * f;
7117                                 c2[3] = c[3];
7118                         }
7119                 }
7120         }
7121         else
7122         {
7123                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7124                 {
7125                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7126                         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)
7127                         {
7128                                 f = RSurf_FogVertex(v);
7129                                 c2[0] = f;
7130                                 c2[1] = f;
7131                                 c2[2] = f;
7132                                 c2[3] = 1;
7133                         }
7134                 }
7135         }
7136         rsurface.lightmapcolor4f = rsurface.array_color4f;
7137         rsurface.lightmapcolor4f_bufferobject = 0;
7138         rsurface.lightmapcolor4f_bufferoffset = 0;
7139 }
7140
7141 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7142 {
7143         int texturesurfaceindex;
7144         int i;
7145         float f;
7146         const float *v;
7147         const float *c;
7148         float *c2;
7149         if (!rsurface.lightmapcolor4f)
7150                 return;
7151         // generate color arrays for the surfaces in this list
7152         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7153         {
7154                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7155                 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)
7156                 {
7157                         f = RSurf_FogVertex(v);
7158                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7159                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7160                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7161                         c2[3] = c[3];
7162                 }
7163         }
7164         rsurface.lightmapcolor4f = rsurface.array_color4f;
7165         rsurface.lightmapcolor4f_bufferobject = 0;
7166         rsurface.lightmapcolor4f_bufferoffset = 0;
7167 }
7168
7169 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7170 {
7171         int texturesurfaceindex;
7172         int i;
7173         const float *c;
7174         float *c2;
7175         if (!rsurface.lightmapcolor4f)
7176                 return;
7177         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7178         {
7179                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7180                 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)
7181                 {
7182                         c2[0] = c[0] * r;
7183                         c2[1] = c[1] * g;
7184                         c2[2] = c[2] * b;
7185                         c2[3] = c[3] * a;
7186                 }
7187         }
7188         rsurface.lightmapcolor4f = rsurface.array_color4f;
7189         rsurface.lightmapcolor4f_bufferobject = 0;
7190         rsurface.lightmapcolor4f_bufferoffset = 0;
7191 }
7192
7193 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7194 {
7195         int texturesurfaceindex;
7196         int i;
7197         const float *c;
7198         float *c2;
7199         if (!rsurface.lightmapcolor4f)
7200                 return;
7201         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7202         {
7203                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7204                 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)
7205                 {
7206                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7207                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7208                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7209                         c2[3] = c[3];
7210                 }
7211         }
7212         rsurface.lightmapcolor4f = rsurface.array_color4f;
7213         rsurface.lightmapcolor4f_bufferobject = 0;
7214         rsurface.lightmapcolor4f_bufferoffset = 0;
7215 }
7216
7217 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7218 {
7219         // TODO: optimize
7220         rsurface.lightmapcolor4f = NULL;
7221         rsurface.lightmapcolor4f_bufferobject = 0;
7222         rsurface.lightmapcolor4f_bufferoffset = 0;
7223         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7224         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7225         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7226         GL_Color(r, g, b, a);
7227         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7228 }
7229
7230 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7231 {
7232         // TODO: optimize applyfog && applycolor case
7233         // just apply fog if necessary, and tint the fog color array if necessary
7234         rsurface.lightmapcolor4f = NULL;
7235         rsurface.lightmapcolor4f_bufferobject = 0;
7236         rsurface.lightmapcolor4f_bufferoffset = 0;
7237         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7238         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7239         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7240         GL_Color(r, g, b, a);
7241         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7242 }
7243
7244 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7245 {
7246         int texturesurfaceindex;
7247         int i;
7248         float *c;
7249         // TODO: optimize
7250         if (texturesurfacelist[0]->lightmapinfo)
7251         {
7252                 // generate color arrays for the surfaces in this list
7253                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7254                 {
7255                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7256                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7257                         {
7258                                 if (surface->lightmapinfo->samples)
7259                                 {
7260                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7261                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7262                                         VectorScale(lm, scale, c);
7263                                         if (surface->lightmapinfo->styles[1] != 255)
7264                                         {
7265                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7266                                                 lm += size3;
7267                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7268                                                 VectorMA(c, scale, lm, c);
7269                                                 if (surface->lightmapinfo->styles[2] != 255)
7270                                                 {
7271                                                         lm += size3;
7272                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7273                                                         VectorMA(c, scale, lm, c);
7274                                                         if (surface->lightmapinfo->styles[3] != 255)
7275                                                         {
7276                                                                 lm += size3;
7277                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7278                                                                 VectorMA(c, scale, lm, c);
7279                                                         }
7280                                                 }
7281                                         }
7282                                 }
7283                                 else
7284                                         VectorClear(c);
7285                                 c[3] = 1;
7286                         }
7287                 }
7288                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7289                 rsurface.lightmapcolor4f_bufferobject = 0;
7290                 rsurface.lightmapcolor4f_bufferoffset = 0;
7291         }
7292         else
7293         {
7294                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7295                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7296                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7297         }
7298         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7299         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7300         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7301         GL_Color(r, g, b, a);
7302         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7303 }
7304
7305 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7306 {
7307         int texturesurfaceindex;
7308         int i;
7309         float f;
7310         float alpha;
7311         const float *v;
7312         const float *n;
7313         float *c;
7314         vec3_t ambientcolor;
7315         vec3_t diffusecolor;
7316         vec3_t lightdir;
7317         // TODO: optimize
7318         // model lighting
7319         VectorCopy(rsurface.modellight_lightdir, lightdir);
7320         f = 0.5f * r_refdef.lightmapintensity;
7321         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7322         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7323         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7324         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7325         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7326         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7327         alpha = *a;
7328         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7329         {
7330                 // generate color arrays for the surfaces in this list
7331                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7332                 {
7333                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7334                         int numverts = surface->num_vertices;
7335                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7336                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
7337                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7338                         // q3-style directional shading
7339                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7340                         {
7341                                 if ((f = DotProduct(n, lightdir)) > 0)
7342                                         VectorMA(ambientcolor, f, diffusecolor, c);
7343                                 else
7344                                         VectorCopy(ambientcolor, c);
7345                                 c[3] = alpha;
7346                         }
7347                 }
7348                 *r = 1;
7349                 *g = 1;
7350                 *b = 1;
7351                 *a = 1;
7352                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7353                 rsurface.lightmapcolor4f_bufferobject = 0;
7354                 rsurface.lightmapcolor4f_bufferoffset = 0;
7355                 *applycolor = false;
7356         }
7357         else
7358         {
7359                 *r = ambientcolor[0];
7360                 *g = ambientcolor[1];
7361                 *b = ambientcolor[2];
7362                 rsurface.lightmapcolor4f = NULL;
7363                 rsurface.lightmapcolor4f_bufferobject = 0;
7364                 rsurface.lightmapcolor4f_bufferoffset = 0;
7365         }
7366 }
7367
7368 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7369 {
7370         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7371         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7372         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7373         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7374         GL_Color(r, g, b, a);
7375         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7376 }
7377
7378 void RSurf_SetupDepthAndCulling(void)
7379 {
7380         // submodels are biased to avoid z-fighting with world surfaces that they
7381         // may be exactly overlapping (avoids z-fighting artifacts on certain
7382         // doors and things in Quake maps)
7383         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7384         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7385         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7386         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7387 }
7388
7389 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7390 {
7391         // transparent sky would be ridiculous
7392         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7393                 return;
7394         R_SetupGenericShader(false);
7395         skyrenderlater = true;
7396         RSurf_SetupDepthAndCulling();
7397         GL_DepthMask(true);
7398         // LordHavoc: HalfLife maps have freaky skypolys so don't use
7399         // skymasking on them, and Quake3 never did sky masking (unlike
7400         // software Quake and software Quake2), so disable the sky masking
7401         // in Quake3 maps as it causes problems with q3map2 sky tricks,
7402         // and skymasking also looks very bad when noclipping outside the
7403         // level, so don't use it then either.
7404         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7405         {
7406                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7407                 R_Mesh_ColorPointer(NULL, 0, 0);
7408                 R_Mesh_ResetTextureState();
7409                 if (skyrendermasked)
7410                 {
7411                         R_SetupDepthOrShadowShader();
7412                         // depth-only (masking)
7413                         GL_ColorMask(0,0,0,0);
7414                         // just to make sure that braindead drivers don't draw
7415                         // anything despite that colormask...
7416                         GL_BlendFunc(GL_ZERO, GL_ONE);
7417                 }
7418                 else
7419                 {
7420                         R_SetupGenericShader(false);
7421                         // fog sky
7422                         GL_BlendFunc(GL_ONE, GL_ZERO);
7423                 }
7424                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7425                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7426                 if (skyrendermasked)
7427                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7428         }
7429         R_Mesh_ResetTextureState();
7430         GL_Color(1, 1, 1, 1);
7431 }
7432
7433 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7434 {
7435         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7436                 return;
7437
7438         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7439         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7440         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7441         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7442         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7443         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7444         if (rsurface.texture->backgroundcurrentskinframe)
7445         {
7446                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7447                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7448                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7449                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7450         }
7451         if(rsurface.texture->colormapping)
7452         {
7453                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7454                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7455         }
7456         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7457         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7458                 R_Mesh_ColorPointer(NULL, 0, 0);
7459         else
7460                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7461
7462         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7463         {
7464                 // render background
7465                 GL_BlendFunc(GL_ONE, GL_ZERO);
7466                 GL_DepthMask(true);
7467                 GL_AlphaTest(false);
7468
7469                 GL_Color(1, 1, 1, 1);
7470                 R_Mesh_ColorPointer(NULL, 0, 0);
7471
7472                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7473                 if (r_glsl_permutation)
7474                 {
7475                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7476                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7477                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7478                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7479                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7480                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7481                         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);
7482                 }
7483                 GL_LockArrays(0, 0);
7484
7485                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7486                 GL_DepthMask(false);
7487                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7488                         R_Mesh_ColorPointer(NULL, 0, 0);
7489                 else
7490                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7491                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7492                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7493         }
7494
7495         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7496         if (!r_glsl_permutation)
7497                 return;
7498
7499         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7500         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7501         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7502         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7503         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7504         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7505
7506         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7507         {
7508                 GL_BlendFunc(GL_ONE, GL_ZERO);
7509                 GL_DepthMask(true);
7510                 GL_AlphaTest(false);
7511         }
7512         else
7513         {
7514                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7515                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7516                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7517         }
7518
7519         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7520         {
7521                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7522                         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);
7523                 else
7524                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7525         }
7526         else
7527         {
7528                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7529                         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);
7530                 else
7531                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7532         }
7533         GL_LockArrays(0, 0);
7534 }
7535
7536 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7537 {
7538         // OpenGL 1.3 path - anything not completely ancient
7539         int texturesurfaceindex;
7540         qboolean applycolor;
7541         qboolean applyfog;
7542         rmeshstate_t m;
7543         int layerindex;
7544         const texturelayer_t *layer;
7545         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7546
7547         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7548         {
7549                 vec4_t layercolor;
7550                 int layertexrgbscale;
7551                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7552                 {
7553                         if (layerindex == 0)
7554                                 GL_AlphaTest(true);
7555                         else
7556                         {
7557                                 GL_AlphaTest(false);
7558                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7559                         }
7560                 }
7561                 GL_DepthMask(layer->depthmask && writedepth);
7562                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7563                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7564                 {
7565                         layertexrgbscale = 4;
7566                         VectorScale(layer->color, 0.25f, layercolor);
7567                 }
7568                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7569                 {
7570                         layertexrgbscale = 2;
7571                         VectorScale(layer->color, 0.5f, layercolor);
7572                 }
7573                 else
7574                 {
7575                         layertexrgbscale = 1;
7576                         VectorScale(layer->color, 1.0f, layercolor);
7577                 }
7578                 layercolor[3] = layer->color[3];
7579                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7580                 R_Mesh_ColorPointer(NULL, 0, 0);
7581                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7582                 switch (layer->type)
7583                 {
7584                 case TEXTURELAYERTYPE_LITTEXTURE:
7585                         memset(&m, 0, sizeof(m));
7586                         m.tex[0] = R_GetTexture(r_texture_white);
7587                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7588                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7589                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7590                         m.tex[1] = R_GetTexture(layer->texture);
7591                         m.texmatrix[1] = layer->texmatrix;
7592                         m.texrgbscale[1] = layertexrgbscale;
7593                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7594                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7595                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7596                         R_Mesh_TextureState(&m);
7597                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7598                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7599                         else if (rsurface.uselightmaptexture)
7600                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7601                         else
7602                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7603                         break;
7604                 case TEXTURELAYERTYPE_TEXTURE:
7605                         memset(&m, 0, sizeof(m));
7606                         m.tex[0] = R_GetTexture(layer->texture);
7607                         m.texmatrix[0] = layer->texmatrix;
7608                         m.texrgbscale[0] = layertexrgbscale;
7609                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7610                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7611                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7612                         R_Mesh_TextureState(&m);
7613                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7614                         break;
7615                 case TEXTURELAYERTYPE_FOG:
7616                         memset(&m, 0, sizeof(m));
7617                         m.texrgbscale[0] = layertexrgbscale;
7618                         if (layer->texture)
7619                         {
7620                                 m.tex[0] = R_GetTexture(layer->texture);
7621                                 m.texmatrix[0] = layer->texmatrix;
7622                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7623                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7624                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7625                         }
7626                         R_Mesh_TextureState(&m);
7627                         // generate a color array for the fog pass
7628                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7629                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7630                         {
7631                                 int i;
7632                                 float f;
7633                                 const float *v;
7634                                 float *c;
7635                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7636                                 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)
7637                                 {
7638                                         f = 1 - RSurf_FogVertex(v);
7639                                         c[0] = layercolor[0];
7640                                         c[1] = layercolor[1];
7641                                         c[2] = layercolor[2];
7642                                         c[3] = f * layercolor[3];
7643                                 }
7644                         }
7645                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7646                         break;
7647                 default:
7648                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7649                 }
7650                 GL_LockArrays(0, 0);
7651         }
7652         CHECKGLERROR
7653         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7654         {
7655                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7656                 GL_AlphaTest(false);
7657         }
7658 }
7659
7660 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7661 {
7662         // OpenGL 1.1 - crusty old voodoo path
7663         int texturesurfaceindex;
7664         qboolean applyfog;
7665         rmeshstate_t m;
7666         int layerindex;
7667         const texturelayer_t *layer;
7668         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7669
7670         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7671         {
7672                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7673                 {
7674                         if (layerindex == 0)
7675                                 GL_AlphaTest(true);
7676                         else
7677                         {
7678                                 GL_AlphaTest(false);
7679                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7680                         }
7681                 }
7682                 GL_DepthMask(layer->depthmask && writedepth);
7683                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7684                 R_Mesh_ColorPointer(NULL, 0, 0);
7685                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7686                 switch (layer->type)
7687                 {
7688                 case TEXTURELAYERTYPE_LITTEXTURE:
7689                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7690                         {
7691                                 // two-pass lit texture with 2x rgbscale
7692                                 // first the lightmap pass
7693                                 memset(&m, 0, sizeof(m));
7694                                 m.tex[0] = R_GetTexture(r_texture_white);
7695                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7696                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7697                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7698                                 R_Mesh_TextureState(&m);
7699                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7700                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7701                                 else if (rsurface.uselightmaptexture)
7702                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7703                                 else
7704                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7705                                 GL_LockArrays(0, 0);
7706                                 // then apply the texture to it
7707                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7708                                 memset(&m, 0, sizeof(m));
7709                                 m.tex[0] = R_GetTexture(layer->texture);
7710                                 m.texmatrix[0] = layer->texmatrix;
7711                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7712                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7713                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7714                                 R_Mesh_TextureState(&m);
7715                                 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);
7716                         }
7717                         else
7718                         {
7719                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7720                                 memset(&m, 0, sizeof(m));
7721                                 m.tex[0] = R_GetTexture(layer->texture);
7722                                 m.texmatrix[0] = layer->texmatrix;
7723                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7724                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7725                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7726                                 R_Mesh_TextureState(&m);
7727                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7728                                         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);
7729                                 else
7730                                         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);
7731                         }
7732                         break;
7733                 case TEXTURELAYERTYPE_TEXTURE:
7734                         // singletexture unlit texture with transparency support
7735                         memset(&m, 0, sizeof(m));
7736                         m.tex[0] = R_GetTexture(layer->texture);
7737                         m.texmatrix[0] = layer->texmatrix;
7738                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7739                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7740                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7741                         R_Mesh_TextureState(&m);
7742                         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);
7743                         break;
7744                 case TEXTURELAYERTYPE_FOG:
7745                         // singletexture fogging
7746                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7747                         if (layer->texture)
7748                         {
7749                                 memset(&m, 0, sizeof(m));
7750                                 m.tex[0] = R_GetTexture(layer->texture);
7751                                 m.texmatrix[0] = layer->texmatrix;
7752                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7753                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7754                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7755                                 R_Mesh_TextureState(&m);
7756                         }
7757                         else
7758                                 R_Mesh_ResetTextureState();
7759                         // generate a color array for the fog pass
7760                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7761                         {
7762                                 int i;
7763                                 float f;
7764                                 const float *v;
7765                                 float *c;
7766                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7767                                 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)
7768                                 {
7769                                         f = 1 - RSurf_FogVertex(v);
7770                                         c[0] = layer->color[0];
7771                                         c[1] = layer->color[1];
7772                                         c[2] = layer->color[2];
7773                                         c[3] = f * layer->color[3];
7774                                 }
7775                         }
7776                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7777                         break;
7778                 default:
7779                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7780                 }
7781                 GL_LockArrays(0, 0);
7782         }
7783         CHECKGLERROR
7784         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7785         {
7786                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7787                 GL_AlphaTest(false);
7788         }
7789 }
7790
7791 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7792 {
7793         float c[4];
7794
7795         GL_AlphaTest(false);
7796         R_Mesh_ColorPointer(NULL, 0, 0);
7797         R_Mesh_ResetTextureState();
7798         R_SetupGenericShader(false);
7799
7800         if(rsurface.texture && rsurface.texture->currentskinframe)
7801         {
7802                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7803                 c[3] *= rsurface.texture->currentalpha;
7804         }
7805         else
7806         {
7807                 c[0] = 1;
7808                 c[1] = 0;
7809                 c[2] = 1;
7810                 c[3] = 1;
7811         }
7812
7813         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7814         {
7815                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7816                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7817                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7818         }
7819
7820         // brighten it up (as texture value 127 means "unlit")
7821         c[0] *= 2 * r_refdef.view.colorscale;
7822         c[1] *= 2 * r_refdef.view.colorscale;
7823         c[2] *= 2 * r_refdef.view.colorscale;
7824
7825         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7826                 c[3] *= r_wateralpha.value;
7827
7828         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7829         {
7830                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7831                 GL_DepthMask(false);
7832         }
7833         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7834         {
7835                 GL_BlendFunc(GL_ONE, GL_ONE);
7836                 GL_DepthMask(false);
7837         }
7838         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7839         {
7840                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7841                 GL_DepthMask(false);
7842         }
7843         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7844         {
7845                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7846                 GL_DepthMask(false);
7847         }
7848         else
7849         {
7850                 GL_BlendFunc(GL_ONE, GL_ZERO);
7851                 GL_DepthMask(writedepth);
7852         }
7853
7854         rsurface.lightmapcolor4f = NULL;
7855
7856         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7857         {
7858                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7859
7860                 rsurface.lightmapcolor4f = NULL;
7861                 rsurface.lightmapcolor4f_bufferobject = 0;
7862                 rsurface.lightmapcolor4f_bufferoffset = 0;
7863         }
7864         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7865         {
7866                 qboolean applycolor = true;
7867                 float one = 1.0;
7868
7869                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7870
7871                 r_refdef.lightmapintensity = 1;
7872                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7873                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7874         }
7875         else
7876         {
7877                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7878
7879                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7880                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7881                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7882         }
7883
7884         if(!rsurface.lightmapcolor4f)
7885                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7886
7887         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7888         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7889         if(r_refdef.fogenabled)
7890                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7891
7892         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7893         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7894 }
7895
7896 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7897 {
7898         CHECKGLERROR
7899         RSurf_SetupDepthAndCulling();
7900         if (r_showsurfaces.integer == 3)
7901                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7902         else if (r_glsl.integer && gl_support_fragment_shader)
7903                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7904         else if (gl_combine.integer && r_textureunits.integer >= 2)
7905                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7906         else
7907                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7908         CHECKGLERROR
7909 }
7910
7911 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7912 {
7913         CHECKGLERROR
7914         RSurf_SetupDepthAndCulling();
7915         if (r_showsurfaces.integer == 3)
7916                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7917         else if (r_glsl.integer && gl_support_fragment_shader)
7918                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7919         else if (gl_combine.integer && r_textureunits.integer >= 2)
7920                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7921         else
7922                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7923         CHECKGLERROR
7924 }
7925
7926 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7927 {
7928         int i, j;
7929         int texturenumsurfaces, endsurface;
7930         texture_t *texture;
7931         const msurface_t *surface;
7932         const msurface_t *texturesurfacelist[1024];
7933
7934         // if the model is static it doesn't matter what value we give for
7935         // wantnormals and wanttangents, so this logic uses only rules applicable
7936         // to a model, knowing that they are meaningless otherwise
7937         if (ent == r_refdef.scene.worldentity)
7938                 RSurf_ActiveWorldEntity();
7939         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7940                 RSurf_ActiveModelEntity(ent, false, false);
7941         else
7942                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7943
7944         for (i = 0;i < numsurfaces;i = j)
7945         {
7946                 j = i + 1;
7947                 surface = rsurface.modelsurfaces + surfacelist[i];
7948                 texture = surface->texture;
7949                 rsurface.texture = R_GetCurrentTexture(texture);
7950                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7951                 // scan ahead until we find a different texture
7952                 endsurface = min(i + 1024, numsurfaces);
7953                 texturenumsurfaces = 0;
7954                 texturesurfacelist[texturenumsurfaces++] = surface;
7955                 for (;j < endsurface;j++)
7956                 {
7957                         surface = rsurface.modelsurfaces + surfacelist[j];
7958                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7959                                 break;
7960                         texturesurfacelist[texturenumsurfaces++] = surface;
7961                 }
7962                 // render the range of surfaces
7963                 if (ent == r_refdef.scene.worldentity)
7964                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7965                 else
7966                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7967         }
7968         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7969         GL_AlphaTest(false);
7970 }
7971
7972 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7973 {
7974         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7975         CHECKGLERROR
7976         if (depthonly)
7977         {
7978                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7979                         return;
7980                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7981                         return;
7982                 RSurf_SetupDepthAndCulling();
7983                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7984                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7985         }
7986         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7987         {
7988                 RSurf_SetupDepthAndCulling();
7989                 GL_AlphaTest(false);
7990                 R_Mesh_ColorPointer(NULL, 0, 0);
7991                 R_Mesh_ResetTextureState();
7992                 R_SetupGenericShader(false);
7993                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7994                 GL_DepthMask(true);
7995                 GL_BlendFunc(GL_ONE, GL_ZERO);
7996                 GL_Color(0, 0, 0, 1);
7997                 GL_DepthTest(writedepth);
7998                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7999         }
8000         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8001         {
8002                 RSurf_SetupDepthAndCulling();
8003                 GL_AlphaTest(false);
8004                 R_Mesh_ColorPointer(NULL, 0, 0);
8005                 R_Mesh_ResetTextureState();
8006                 R_SetupGenericShader(false);
8007                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8008                 GL_DepthMask(true);
8009                 GL_BlendFunc(GL_ONE, GL_ZERO);
8010                 GL_DepthTest(true);
8011                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8012         }
8013         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8014                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8015         else if (!rsurface.texture->currentnumlayers)
8016                 return;
8017         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8018         {
8019                 // transparent surfaces get pushed off into the transparent queue
8020                 int surfacelistindex;
8021                 const msurface_t *surface;
8022                 vec3_t tempcenter, center;
8023                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8024                 {
8025                         surface = texturesurfacelist[surfacelistindex];
8026                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8027                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8028                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8029                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8030                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8031                 }
8032         }
8033         else
8034         {
8035                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8036                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8037         }
8038         CHECKGLERROR
8039 }
8040
8041 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8042 {
8043         int i, j;
8044         texture_t *texture;
8045         // break the surface list down into batches by texture and use of lightmapping
8046         for (i = 0;i < numsurfaces;i = j)
8047         {
8048                 j = i + 1;
8049                 // texture is the base texture pointer, rsurface.texture is the
8050                 // current frame/skin the texture is directing us to use (for example
8051                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8052                 // use skin 1 instead)
8053                 texture = surfacelist[i]->texture;
8054                 rsurface.texture = R_GetCurrentTexture(texture);
8055                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8056                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8057                 {
8058                         // if this texture is not the kind we want, skip ahead to the next one
8059                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8060                                 ;
8061                         continue;
8062                 }
8063                 // simply scan ahead until we find a different texture or lightmap state
8064                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8065                         ;
8066                 // render the range of surfaces
8067                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8068         }
8069 }
8070
8071 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8072 {
8073         CHECKGLERROR
8074         if (depthonly)
8075         {
8076                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8077                         return;
8078                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8079                         return;
8080                 RSurf_SetupDepthAndCulling();
8081                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8082                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8083         }
8084         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8085         {
8086                 RSurf_SetupDepthAndCulling();
8087                 GL_AlphaTest(false);
8088                 R_Mesh_ColorPointer(NULL, 0, 0);
8089                 R_Mesh_ResetTextureState();
8090                 R_SetupGenericShader(false);
8091                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8092                 GL_DepthMask(true);
8093                 GL_BlendFunc(GL_ONE, GL_ZERO);
8094                 GL_Color(0, 0, 0, 1);
8095                 GL_DepthTest(writedepth);
8096                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8097         }
8098         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8099         {
8100                 RSurf_SetupDepthAndCulling();
8101                 GL_AlphaTest(false);
8102                 R_Mesh_ColorPointer(NULL, 0, 0);
8103                 R_Mesh_ResetTextureState();
8104                 R_SetupGenericShader(false);
8105                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8106                 GL_DepthMask(true);
8107                 GL_BlendFunc(GL_ONE, GL_ZERO);
8108                 GL_DepthTest(true);
8109                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8110         }
8111         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8112                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8113         else if (!rsurface.texture->currentnumlayers)
8114                 return;
8115         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8116         {
8117                 // transparent surfaces get pushed off into the transparent queue
8118                 int surfacelistindex;
8119                 const msurface_t *surface;
8120                 vec3_t tempcenter, center;
8121                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8122                 {
8123                         surface = texturesurfacelist[surfacelistindex];
8124                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8125                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8126                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8127                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8128                         if (queueentity->transparent_offset) // transparent offset
8129                         {
8130                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8131                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8132                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8133                         }
8134                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8135                 }
8136         }
8137         else
8138         {
8139                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8140                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8141         }
8142         CHECKGLERROR
8143 }
8144
8145 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8146 {
8147         int i, j;
8148         texture_t *texture;
8149         // break the surface list down into batches by texture and use of lightmapping
8150         for (i = 0;i < numsurfaces;i = j)
8151         {
8152                 j = i + 1;
8153                 // texture is the base texture pointer, rsurface.texture is the
8154                 // current frame/skin the texture is directing us to use (for example
8155                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8156                 // use skin 1 instead)
8157                 texture = surfacelist[i]->texture;
8158                 rsurface.texture = R_GetCurrentTexture(texture);
8159                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8160                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8161                 {
8162                         // if this texture is not the kind we want, skip ahead to the next one
8163                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8164                                 ;
8165                         continue;
8166                 }
8167                 // simply scan ahead until we find a different texture or lightmap state
8168                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8169                         ;
8170                 // render the range of surfaces
8171                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8172         }
8173 }
8174
8175 float locboxvertex3f[6*4*3] =
8176 {
8177         1,0,1, 1,0,0, 1,1,0, 1,1,1,
8178         0,1,1, 0,1,0, 0,0,0, 0,0,1,
8179         1,1,1, 1,1,0, 0,1,0, 0,1,1,
8180         0,0,1, 0,0,0, 1,0,0, 1,0,1,
8181         0,0,1, 1,0,1, 1,1,1, 0,1,1,
8182         1,0,0, 0,0,0, 0,1,0, 1,1,0
8183 };
8184
8185 unsigned short locboxelements[6*2*3] =
8186 {
8187          0, 1, 2, 0, 2, 3,
8188          4, 5, 6, 4, 6, 7,
8189          8, 9,10, 8,10,11,
8190         12,13,14, 12,14,15,
8191         16,17,18, 16,18,19,
8192         20,21,22, 20,22,23
8193 };
8194
8195 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8196 {
8197         int i, j;
8198         cl_locnode_t *loc = (cl_locnode_t *)ent;
8199         vec3_t mins, size;
8200         float vertex3f[6*4*3];
8201         CHECKGLERROR
8202         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8203         GL_DepthMask(false);
8204         GL_DepthRange(0, 1);
8205         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8206         GL_DepthTest(true);
8207         GL_CullFace(GL_NONE);
8208         R_Mesh_Matrix(&identitymatrix);
8209
8210         R_Mesh_VertexPointer(vertex3f, 0, 0);
8211         R_Mesh_ColorPointer(NULL, 0, 0);
8212         R_Mesh_ResetTextureState();
8213         R_SetupGenericShader(false);
8214
8215         i = surfacelist[0];
8216         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8217                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8218                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8219                         surfacelist[0] < 0 ? 0.5f : 0.125f);
8220
8221         if (VectorCompare(loc->mins, loc->maxs))
8222         {
8223                 VectorSet(size, 2, 2, 2);
8224                 VectorMA(loc->mins, -0.5f, size, mins);
8225         }
8226         else
8227         {
8228                 VectorCopy(loc->mins, mins);
8229                 VectorSubtract(loc->maxs, loc->mins, size);
8230         }
8231
8232         for (i = 0;i < 6*4*3;)
8233                 for (j = 0;j < 3;j++, i++)
8234                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8235
8236         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8237 }
8238
8239 void R_DrawLocs(void)
8240 {
8241         int index;
8242         cl_locnode_t *loc, *nearestloc;
8243         vec3_t center;
8244         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8245         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8246         {
8247                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8248                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8249         }
8250 }
8251
8252 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8253 {
8254         if (decalsystem->decals)
8255                 Mem_Free(decalsystem->decals);
8256         memset(decalsystem, 0, sizeof(*decalsystem));
8257 }
8258
8259 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
8260 {
8261         tridecal_t *decal;
8262         tridecal_t *decals;
8263         int i;
8264         int maxdecals;
8265
8266         // expand or initialize the system
8267         if (decalsystem->maxdecals <= decalsystem->numdecals)
8268         {
8269                 decalsystem_t old = *decalsystem;
8270                 qboolean useshortelements;
8271                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8272                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8273                 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
8274                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8275                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8276                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8277                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8278                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8279                 if (decalsystem->numdecals)
8280                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8281                 if (old.decals)
8282                         Mem_Free(old.decals);
8283                 for (i = 0;i < decalsystem->maxdecals*3;i++)
8284                         decalsystem->element3i[i] = i;
8285                 if (useshortelements)
8286                         for (i = 0;i < decalsystem->maxdecals*3;i++)
8287                                 decalsystem->element3s[i] = i;
8288         }
8289
8290         // grab a decal and search for another free slot for the next one
8291         maxdecals = decalsystem->maxdecals;
8292         decals = decalsystem->decals;
8293         decal = decalsystem->decals + (i = decalsystem->freedecal++);
8294         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
8295                 ;
8296         decalsystem->freedecal = i;
8297         if (decalsystem->numdecals <= i)
8298                 decalsystem->numdecals = i + 1;
8299
8300         // initialize the decal
8301         decal->lived = 0;
8302         decal->triangleindex = triangleindex;
8303         decal->surfaceindex = surfaceindex;
8304         decal->decalsequence = decalsequence;
8305         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
8306         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
8307         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
8308         decal->color4ub[0][3] = 255;
8309         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
8310         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
8311         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
8312         decal->color4ub[1][3] = 255;
8313         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
8314         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
8315         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
8316         decal->color4ub[2][3] = 255;
8317         decal->vertex3f[0][0] = v0[0];
8318         decal->vertex3f[0][1] = v0[1];
8319         decal->vertex3f[0][2] = v0[2];
8320         decal->vertex3f[1][0] = v1[0];
8321         decal->vertex3f[1][1] = v1[1];
8322         decal->vertex3f[1][2] = v1[2];
8323         decal->vertex3f[2][0] = v2[0];
8324         decal->vertex3f[2][1] = v2[1];
8325         decal->vertex3f[2][2] = v2[2];
8326         decal->texcoord2f[0][0] = t0[0];
8327         decal->texcoord2f[0][1] = t0[1];
8328         decal->texcoord2f[1][0] = t1[0];
8329         decal->texcoord2f[1][1] = t1[1];
8330         decal->texcoord2f[2][0] = t2[0];
8331         decal->texcoord2f[2][1] = t2[1];
8332 }
8333
8334 extern cvar_t cl_decals_bias;
8335 extern cvar_t cl_decals_models;
8336 extern cvar_t cl_decals_newsystem_intensitymultiplier;
8337 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8338 {
8339         matrix4x4_t projection;
8340         decalsystem_t *decalsystem;
8341         qboolean dynamic;
8342         dp_model_t *model;
8343         const float *vertex3f;
8344         const msurface_t *surface;
8345         const msurface_t *surfaces;
8346         const int *surfacelist;
8347         const texture_t *texture;
8348         int numvertices;
8349         int numtriangles;
8350         int numsurfacelist;
8351         int surfacelistindex;
8352         int surfaceindex;
8353         int triangleindex;
8354         int decalsurfaceindex;
8355         int cornerindex;
8356         int index;
8357         int numpoints;
8358         const int *e;
8359         float localorigin[3];
8360         float localnormal[3];
8361         float localmins[3];
8362         float localmaxs[3];
8363         float localsize;
8364         float ilocalsize;
8365         float v[9][3];
8366         float tc[9][2];
8367         float c[9][4];
8368         //float normal[3];
8369         float planes[6][4];
8370         float f;
8371         float points[2][9][3];
8372         float angles[3];
8373         float temp[3];
8374
8375         decalsystem = &ent->decalsystem;
8376         model = ent->model;
8377         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8378         {
8379                 R_DecalSystem_Reset(&ent->decalsystem);
8380                 return;
8381         }
8382
8383         if (!model->brush.data_nodes && !cl_decals_models.integer)
8384         {
8385                 if (decalsystem->model)
8386                         R_DecalSystem_Reset(decalsystem);
8387                 return;
8388         }
8389
8390         if (decalsystem->model != model)
8391                 R_DecalSystem_Reset(decalsystem);
8392         decalsystem->model = model;
8393
8394         RSurf_ActiveModelEntity(ent, false, false);
8395
8396         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8397         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8398         VectorNormalize(localnormal);
8399         localsize = worldsize*rsurface.inversematrixscale;
8400         ilocalsize = 1.0f / localsize;
8401         localmins[0] = localorigin[0] - localsize;
8402         localmins[1] = localorigin[1] - localsize;
8403         localmins[2] = localorigin[2] - localsize;
8404         localmaxs[0] = localorigin[0] + localsize;
8405         localmaxs[1] = localorigin[1] + localsize;
8406         localmaxs[2] = localorigin[2] + localsize;
8407
8408         //VectorCopy(localnormal, planes[4]);
8409         //VectorVectors(planes[4], planes[2], planes[0]);
8410         AnglesFromVectors(angles, localnormal, NULL, false);
8411         AngleVectors(angles, planes[0], planes[2], planes[4]);
8412         VectorNegate(planes[0], planes[1]);
8413         VectorNegate(planes[2], planes[3]);
8414         VectorNegate(planes[4], planes[5]);
8415         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8416         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8417         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8418         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8419         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8420         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8421
8422 #if 1
8423 // works
8424 {
8425         matrix4x4_t forwardprojection;
8426         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8427         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8428 }
8429 #else
8430 // broken
8431 {
8432         float projectionvector[4][3];
8433         VectorScale(planes[0], ilocalsize, projectionvector[0]);
8434         VectorScale(planes[2], ilocalsize, projectionvector[1]);
8435         VectorScale(planes[4], ilocalsize, projectionvector[2]);
8436         projectionvector[0][0] = planes[0][0] * ilocalsize;
8437         projectionvector[0][1] = planes[1][0] * ilocalsize;
8438         projectionvector[0][2] = planes[2][0] * ilocalsize;
8439         projectionvector[1][0] = planes[0][1] * ilocalsize;
8440         projectionvector[1][1] = planes[1][1] * ilocalsize;
8441         projectionvector[1][2] = planes[2][1] * ilocalsize;
8442         projectionvector[2][0] = planes[0][2] * ilocalsize;
8443         projectionvector[2][1] = planes[1][2] * ilocalsize;
8444         projectionvector[2][2] = planes[2][2] * ilocalsize;
8445         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8446         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8447         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8448         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8449 }
8450 #endif
8451
8452         dynamic = model->surfmesh.isanimated;
8453         vertex3f = rsurface.modelvertex3f;
8454         numsurfacelist = model->nummodelsurfaces;
8455         surfacelist = model->sortedmodelsurfaces;
8456         surfaces = model->data_surfaces;
8457         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8458         {
8459                 surfaceindex = surfacelist[surfacelistindex];
8460                 surface = surfaces + surfaceindex;
8461                 // skip transparent surfaces
8462                 texture = surface->texture;
8463                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8464                         continue;
8465                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8466                         continue;
8467                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8468                         continue;
8469                 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
8470                 numvertices = surface->num_vertices;
8471                 numtriangles = surface->num_triangles;
8472                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8473                 {
8474                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
8475                         {
8476                                 index = 3*e[cornerindex];
8477                                 VectorCopy(vertex3f + index, v[cornerindex]);
8478                         }
8479                         // cull backfaces
8480                         //TriangleNormal(v[0], v[1], v[2], normal);
8481                         //if (DotProduct(normal, localnormal) < 0.0f)
8482                         //      continue;
8483                         // clip by each of the box planes formed from the projection matrix
8484                         // if anything survives, we emit the decal
8485                         numpoints = PolygonF_Clip(3        , v[0]        , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8486                         if (numpoints < 3)
8487                                 continue;
8488                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8489                         if (numpoints < 3)
8490                                 continue;
8491                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8492                         if (numpoints < 3)
8493                                 continue;
8494                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8495                         if (numpoints < 3)
8496                                 continue;
8497                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8498                         if (numpoints < 3)
8499                                 continue;
8500                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
8501                         if (numpoints < 3)
8502                                 continue;
8503                         // some part of the triangle survived, so we have to accept it...
8504                         if (dynamic)
8505                         {
8506                                 // dynamic always uses the original triangle
8507                                 numpoints = 3;
8508                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8509                                 {
8510                                         index = 3*e[cornerindex];
8511                                         VectorCopy(vertex3f + index, v[cornerindex]);
8512                                 }
8513                         }
8514                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8515                         {
8516                                 // convert vertex positions to texcoords
8517                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8518                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8519                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8520                                 // calculate distance fade from the projection origin
8521                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
8522                                 f = bound(0.0f, f, 1.0f);
8523                                 c[cornerindex][0] = r * f;
8524                                 c[cornerindex][1] = g * f;
8525                                 c[cornerindex][2] = b * f;
8526                                 c[cornerindex][3] = 1.0f;
8527                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8528                         }
8529                         if (dynamic)
8530                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
8531                         else
8532                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8533                                         R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
8534                 }
8535         }
8536 }
8537
8538 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
8539 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8540 {
8541         int renderentityindex;
8542         float worldmins[3];
8543         float worldmaxs[3];
8544         entity_render_t *ent;
8545
8546         if (!cl_decals_newsystem.integer)
8547                 return;
8548
8549         worldmins[0] = worldorigin[0] - worldsize;
8550         worldmins[1] = worldorigin[1] - worldsize;
8551         worldmins[2] = worldorigin[2] - worldsize;
8552         worldmaxs[0] = worldorigin[0] + worldsize;
8553         worldmaxs[1] = worldorigin[1] + worldsize;
8554         worldmaxs[2] = worldorigin[2] + worldsize;
8555
8556         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8557
8558         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8559         {
8560                 ent = r_refdef.scene.entities[renderentityindex];
8561                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8562                         continue;
8563
8564                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8565         }
8566 }
8567
8568 typedef struct r_decalsystem_splatqueue_s
8569 {
8570         vec3_t worldorigin;
8571         vec3_t worldnormal;
8572         float color[4];
8573         float tcrange[4];
8574         float worldsize;
8575         int decalsequence;
8576 }
8577 r_decalsystem_splatqueue_t;
8578
8579 int r_decalsystem_numqueued = 0;
8580 #define MAX_DECALSYSTEM_QUEUE 1024
8581 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
8582
8583 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8584 {
8585         r_decalsystem_splatqueue_t *queue;
8586
8587         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
8588                 return;
8589
8590         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
8591         VectorCopy(worldorigin, queue->worldorigin);
8592         VectorCopy(worldnormal, queue->worldnormal);
8593         Vector4Set(queue->color, r, g, b, a);
8594         Vector4Set(queue->tcrange, s1, t1, s2, t2);
8595         queue->worldsize = worldsize;
8596         queue->decalsequence = cl.decalsequence++;
8597 }
8598
8599 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
8600 {
8601         int i;
8602         r_decalsystem_splatqueue_t *queue;
8603
8604         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
8605                 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
8606         r_decalsystem_numqueued = 0;
8607 }
8608
8609 extern cvar_t cl_decals_max;
8610 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
8611 {
8612         int i;
8613         decalsystem_t *decalsystem = &ent->decalsystem;
8614         int numdecals;
8615         int killsequence;
8616         tridecal_t *decal;
8617         float frametime;
8618         float lifetime;
8619
8620         if (!decalsystem->numdecals)
8621                 return;
8622
8623         if (r_showsurfaces.integer)
8624                 return;
8625
8626         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8627         {
8628                 R_DecalSystem_Reset(decalsystem);
8629                 return;
8630         }
8631
8632         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
8633         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
8634
8635         if (decalsystem->lastupdatetime)
8636                 frametime = (cl.time - decalsystem->lastupdatetime);
8637         else
8638                 frametime = 0;
8639         decalsystem->lastupdatetime = cl.time;
8640         decal = decalsystem->decals;
8641         numdecals = decalsystem->numdecals;
8642
8643         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8644         {
8645                 if (decal->color4ub[0][3])
8646                 {
8647                         decal->lived += frametime;
8648                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
8649                         {
8650                                 memset(decal, 0, sizeof(*decal));
8651                                 if (decalsystem->freedecal > i)
8652                                         decalsystem->freedecal = i;
8653                         }
8654                 }
8655         }
8656         decal = decalsystem->decals;
8657         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
8658                 numdecals--;
8659
8660         // collapse the array by shuffling the tail decals into the gaps
8661         for (;;)
8662         {
8663                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
8664                         decalsystem->freedecal++;
8665                 if (decalsystem->freedecal == numdecals)
8666                         break;
8667                 decal[decalsystem->freedecal] = decal[--numdecals];
8668         }
8669
8670         decalsystem->numdecals = numdecals;
8671
8672         if (numdecals <= 0)
8673         {
8674                 // if there are no decals left, reset decalsystem
8675                 R_DecalSystem_Reset(decalsystem);
8676         }
8677 }
8678
8679 extern skinframe_t *decalskinframe;
8680 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8681 {
8682         int i;
8683         decalsystem_t *decalsystem = &ent->decalsystem;
8684         int numdecals;
8685         tridecal_t *decal;
8686         float fadedelay;
8687         float faderate;
8688         float alpha;
8689         float *v3f;
8690         float *c4f;
8691         float *t2f;
8692         const int *e;
8693         const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible;
8694         int numtris = 0;
8695
8696         numdecals = decalsystem->numdecals;
8697         if (!numdecals)
8698                 return;
8699
8700         if (r_showsurfaces.integer)
8701                 return;
8702
8703         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8704         {
8705                 R_DecalSystem_Reset(decalsystem);
8706                 return;
8707         }
8708
8709         // if the model is static it doesn't matter what value we give for
8710         // wantnormals and wanttangents, so this logic uses only rules applicable
8711         // to a model, knowing that they are meaningless otherwise
8712         if (ent == r_refdef.scene.worldentity)
8713                 RSurf_ActiveWorldEntity();
8714         else
8715                 RSurf_ActiveModelEntity(ent, false, false);
8716
8717         decalsystem->lastupdatetime = cl.time;
8718         decal = decalsystem->decals;
8719
8720         fadedelay = cl_decals_time.value;
8721         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8722
8723         // update vertex positions for animated models
8724         v3f = decalsystem->vertex3f;
8725         c4f = decalsystem->color4f;
8726         t2f = decalsystem->texcoord2f;
8727         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8728         {
8729                 if (!decal->color4ub[0][3])
8730                         continue;
8731
8732                 if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex])
8733                         continue;
8734
8735                 // update color values for fading decals
8736                 if (decal->lived >= cl_decals_time.value)
8737                 {
8738                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8739                         alpha *= (1.0f/255.0f);
8740                 }
8741                 else
8742                         alpha = 1.0f/255.0f;
8743
8744                 c4f[ 0] = decal->color4ub[0][0] * alpha;
8745                 c4f[ 1] = decal->color4ub[0][1] * alpha;
8746                 c4f[ 2] = decal->color4ub[0][2] * alpha;
8747                 c4f[ 3] = 1;
8748                 c4f[ 4] = decal->color4ub[1][0] * alpha;
8749                 c4f[ 5] = decal->color4ub[1][1] * alpha;
8750                 c4f[ 6] = decal->color4ub[1][2] * alpha;
8751                 c4f[ 7] = 1;
8752                 c4f[ 8] = decal->color4ub[2][0] * alpha;
8753                 c4f[ 9] = decal->color4ub[2][1] * alpha;
8754                 c4f[10] = decal->color4ub[2][2] * alpha;
8755                 c4f[11] = 1;
8756
8757                 t2f[0] = decal->texcoord2f[0][0];
8758                 t2f[1] = decal->texcoord2f[0][1];
8759                 t2f[2] = decal->texcoord2f[1][0];
8760                 t2f[3] = decal->texcoord2f[1][1];
8761                 t2f[4] = decal->texcoord2f[2][0];
8762                 t2f[5] = decal->texcoord2f[2][1];
8763
8764                 // update vertex positions for animated models
8765                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8766                 {
8767                         e = rsurface.modelelement3i + 3*decal->triangleindex;
8768                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8769                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8770                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8771                 }
8772                 else
8773                 {
8774                         VectorCopy(decal->vertex3f[0], v3f);
8775                         VectorCopy(decal->vertex3f[1], v3f + 3);
8776                         VectorCopy(decal->vertex3f[2], v3f + 6);
8777                 }
8778
8779                 v3f += 9;
8780                 c4f += 12;
8781                 t2f += 6;
8782                 numtris++;
8783         }
8784
8785         if (numtris > 0)
8786         {
8787                 r_refdef.stats.drawndecals += numtris;
8788                 // now render the decals all at once
8789                 // (this assumes they all use one particle font texture!)
8790                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
8791                 R_Mesh_ResetTextureState();
8792                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8793                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8794                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8795                 R_SetupGenericShader(true);
8796                 GL_DepthMask(false);
8797                 GL_DepthRange(0, 1);
8798                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8799                 GL_DepthTest(true);
8800                 GL_CullFace(GL_NONE);
8801                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8802                 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8803                 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8804                 GL_LockArrays(0, numtris * 3);
8805                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
8806                 GL_LockArrays(0, 0);
8807         }
8808 }
8809
8810 static void R_DrawModelDecals(void)
8811 {
8812         int i, numdecals;
8813
8814         // fade faster when there are too many decals
8815         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8816         for (i = 0;i < r_refdef.scene.numentities;i++)
8817                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8818
8819         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
8820         for (i = 0;i < r_refdef.scene.numentities;i++)
8821                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8822                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
8823
8824         R_DecalSystem_ApplySplatEntitiesQueue();
8825
8826         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8827         for (i = 0;i < r_refdef.scene.numentities;i++)
8828                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8829
8830         r_refdef.stats.totaldecals += numdecals;
8831
8832         if (r_showsurfaces.integer)
8833                 return;
8834
8835         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
8836
8837         if (!r_drawentities.integer)
8838                 return;
8839
8840         for (i = 0;i < r_refdef.scene.numentities;i++)
8841         {
8842                 if (!r_refdef.viewcache.entityvisible[i])
8843                         continue;
8844                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8845                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
8846         }
8847 }
8848
8849 void R_DrawDebugModel(void)
8850 {
8851         entity_render_t *ent = rsurface.entity;
8852         int i, j, k, l, flagsmask;
8853         const int *elements;
8854         q3mbrush_t *brush;
8855         const msurface_t *surface;
8856         dp_model_t *model = ent->model;
8857         vec3_t v;
8858
8859         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8860
8861         R_Mesh_ColorPointer(NULL, 0, 0);
8862         R_Mesh_ResetTextureState();
8863         R_SetupGenericShader(false);
8864         GL_DepthRange(0, 1);
8865         GL_DepthTest(!r_showdisabledepthtest.integer);
8866         GL_DepthMask(false);
8867         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8868
8869         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8870         {
8871                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8872                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8873                 {
8874                         if (brush->colbrushf && brush->colbrushf->numtriangles)
8875                         {
8876                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8877                                 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);
8878                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8879                         }
8880                 }
8881                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8882                 {
8883                         if (surface->num_collisiontriangles)
8884                         {
8885                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8886                                 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);
8887                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8888                         }
8889                 }
8890         }
8891
8892         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8893
8894         if (r_showtris.integer || r_shownormals.integer)
8895         {
8896                 if (r_showdisabledepthtest.integer)
8897                 {
8898                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8899                         GL_DepthMask(false);
8900                 }
8901                 else
8902                 {
8903                         GL_BlendFunc(GL_ONE, GL_ZERO);
8904                         GL_DepthMask(true);
8905                 }
8906                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
8907                 {
8908                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
8909                                 continue;
8910                         rsurface.texture = R_GetCurrentTexture(surface->texture);
8911                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
8912                         {
8913                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
8914                                 if (r_showtris.value > 0)
8915                                 {
8916                                         if (!rsurface.texture->currentlayers->depthmask)
8917                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
8918                                         else if (ent == r_refdef.scene.worldentity)
8919                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
8920                                         else
8921                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
8922                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
8923                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
8924                                         R_Mesh_ColorPointer(NULL, 0, 0);
8925                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
8926                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
8927                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
8928                                         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);
8929                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
8930                                         CHECKGLERROR
8931                                 }
8932                                 if (r_shownormals.value < 0)
8933                                 {
8934                                         qglBegin(GL_LINES);
8935                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8936                                         {
8937                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8938                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8939                                                 qglVertex3f(v[0], v[1], v[2]);
8940                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
8941                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8942                                                 qglVertex3f(v[0], v[1], v[2]);
8943                                         }
8944                                         qglEnd();
8945                                         CHECKGLERROR
8946                                 }
8947                                 if (r_shownormals.value > 0)
8948                                 {
8949                                         qglBegin(GL_LINES);
8950                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8951                                         {
8952                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8953                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8954                                                 qglVertex3f(v[0], v[1], v[2]);
8955                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
8956                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8957                                                 qglVertex3f(v[0], v[1], v[2]);
8958                                         }
8959                                         qglEnd();
8960                                         CHECKGLERROR
8961                                         qglBegin(GL_LINES);
8962                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8963                                         {
8964                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8965                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
8966                                                 qglVertex3f(v[0], v[1], v[2]);
8967                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
8968                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8969                                                 qglVertex3f(v[0], v[1], v[2]);
8970                                         }
8971                                         qglEnd();
8972                                         CHECKGLERROR
8973                                         qglBegin(GL_LINES);
8974                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8975                                         {
8976                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8977                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
8978                                                 qglVertex3f(v[0], v[1], v[2]);
8979                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
8980                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8981                                                 qglVertex3f(v[0], v[1], v[2]);
8982                                         }
8983                                         qglEnd();
8984                                         CHECKGLERROR
8985                                 }
8986                         }
8987                 }
8988                 rsurface.texture = NULL;
8989         }
8990 }
8991
8992 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
8993 int r_maxsurfacelist = 0;
8994 const msurface_t **r_surfacelist = NULL;
8995 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8996 {
8997         int i, j, endj, f, flagsmask;
8998         texture_t *t;
8999         dp_model_t *model = r_refdef.scene.worldmodel;
9000         msurface_t *surfaces;
9001         unsigned char *update;
9002         int numsurfacelist = 0;
9003         if (model == NULL)
9004                 return;
9005
9006         if (r_maxsurfacelist < model->num_surfaces)
9007         {
9008                 r_maxsurfacelist = model->num_surfaces;
9009                 if (r_surfacelist)
9010                         Mem_Free((msurface_t**)r_surfacelist);
9011                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9012         }
9013
9014         RSurf_ActiveWorldEntity();
9015
9016         surfaces = model->data_surfaces;
9017         update = model->brushq1.lightmapupdateflags;
9018
9019         // update light styles on this submodel
9020         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9021         {
9022                 model_brush_lightstyleinfo_t *style;
9023                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9024                 {
9025                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
9026                         {
9027                                 int *list = style->surfacelist;
9028                                 style->value = r_refdef.scene.lightstylevalue[style->style];
9029                                 for (j = 0;j < style->numsurfaces;j++)
9030                                         update[list[j]] = true;
9031                         }
9032                 }
9033         }
9034
9035         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9036
9037         if (debug)
9038         {
9039                 R_DrawDebugModel();
9040                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9041                 return;
9042         }
9043
9044         f = 0;
9045         t = NULL;
9046         rsurface.uselightmaptexture = false;
9047         rsurface.texture = NULL;
9048         rsurface.rtlight = NULL;
9049         numsurfacelist = 0;
9050         // add visible surfaces to draw list
9051         for (i = 0;i < model->nummodelsurfaces;i++)
9052         {
9053                 j = model->sortedmodelsurfaces[i];
9054                 if (r_refdef.viewcache.world_surfacevisible[j])
9055                         r_surfacelist[numsurfacelist++] = surfaces + j;
9056         }
9057         // update lightmaps if needed
9058         if (update)
9059                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9060                         if (r_refdef.viewcache.world_surfacevisible[j])
9061                                 if (update[j])
9062                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
9063         // don't do anything if there were no surfaces
9064         if (!numsurfacelist)
9065         {
9066                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9067                 return;
9068         }
9069         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9070         GL_AlphaTest(false);
9071
9072         // add to stats if desired
9073         if (r_speeds.integer && !skysurfaces && !depthonly)
9074         {
9075                 r_refdef.stats.world_surfaces += numsurfacelist;
9076                 for (j = 0;j < numsurfacelist;j++)
9077                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
9078         }
9079
9080         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9081 }
9082
9083 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9084 {
9085         int i, j, endj, f, flagsmask;
9086         texture_t *t;
9087         dp_model_t *model = ent->model;
9088         msurface_t *surfaces;
9089         unsigned char *update;
9090         int numsurfacelist = 0;
9091         if (model == NULL)
9092                 return;
9093
9094         if (r_maxsurfacelist < model->num_surfaces)
9095         {
9096                 r_maxsurfacelist = model->num_surfaces;
9097                 if (r_surfacelist)
9098                         Mem_Free((msurface_t **)r_surfacelist);
9099                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9100         }
9101
9102         // if the model is static it doesn't matter what value we give for
9103         // wantnormals and wanttangents, so this logic uses only rules applicable
9104         // to a model, knowing that they are meaningless otherwise
9105         if (ent == r_refdef.scene.worldentity)
9106                 RSurf_ActiveWorldEntity();
9107         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9108                 RSurf_ActiveModelEntity(ent, false, false);
9109         else
9110                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
9111
9112         surfaces = model->data_surfaces;
9113         update = model->brushq1.lightmapupdateflags;
9114
9115         // update light styles
9116         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9117         {
9118                 model_brush_lightstyleinfo_t *style;
9119                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9120                 {
9121                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
9122                         {
9123                                 int *list = style->surfacelist;
9124                                 style->value = r_refdef.scene.lightstylevalue[style->style];
9125                                 for (j = 0;j < style->numsurfaces;j++)
9126                                         update[list[j]] = true;
9127                         }
9128                 }
9129         }
9130
9131         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9132
9133         if (debug)
9134         {
9135                 R_DrawDebugModel();
9136                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9137                 return;
9138         }
9139
9140         f = 0;
9141         t = NULL;
9142         rsurface.uselightmaptexture = false;
9143         rsurface.texture = NULL;
9144         rsurface.rtlight = NULL;
9145         numsurfacelist = 0;
9146         // add visible surfaces to draw list
9147         for (i = 0;i < model->nummodelsurfaces;i++)
9148                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9149         // don't do anything if there were no surfaces
9150         if (!numsurfacelist)
9151         {
9152                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9153                 return;
9154         }
9155         // update lightmaps if needed
9156         if (update)
9157                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9158                         if (update[j])
9159                                 R_BuildLightMap(ent, surfaces + j);
9160         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9161         GL_AlphaTest(false);
9162
9163         // add to stats if desired
9164         if (r_speeds.integer && !skysurfaces && !depthonly)
9165         {
9166                 r_refdef.stats.entities_surfaces += numsurfacelist;
9167                 for (j = 0;j < numsurfacelist;j++)
9168                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9169         }
9170
9171         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9172 }
9173
9174 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9175 {
9176         static texture_t texture;
9177         static msurface_t surface;
9178         const msurface_t *surfacelist = &surface;
9179
9180         // fake enough texture and surface state to render this geometry
9181
9182         texture.update_lastrenderframe = -1; // regenerate this texture
9183         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9184         texture.currentskinframe = skinframe;
9185         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9186         texture.specularscalemod = 1;
9187         texture.specularpowermod = 1;
9188
9189         surface.texture = &texture;
9190         surface.num_triangles = numtriangles;
9191         surface.num_firsttriangle = firsttriangle;
9192         surface.num_vertices = numvertices;
9193         surface.num_firstvertex = firstvertex;
9194
9195         // now render it
9196         rsurface.texture = R_GetCurrentTexture(surface.texture);
9197         rsurface.uselightmaptexture = false;
9198         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);
9199 }