/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

//r_alias.c -- alias model rendering

#include "quakedef.h"

extern cvar_t r_drawflat, gl_overbright_models, gl_fullbrights, r_lerpmodels, r_lerpmove; //johnfitz
extern cvar_t scr_fov, cl_gun_fovscale;

//up to 16 color translated skins
gltexture_t *playertextures[MAX_SCOREBOARD]; //johnfitz -- changed to an array of pointers

#define NUMVERTEXNORMALS	162

float	r_avertexnormals[NUMVERTEXNORMALS][3] =
{
#include "anorms.h"
};

extern vec3_t	lightcolor; //johnfitz -- replaces "float shadelight" for lit support

// precalculated dot products for quantized angles
#define SHADEDOT_QUANT 16
float	r_avertexnormal_dots[SHADEDOT_QUANT][256] =
{
#include "anorm_dots.h"
};

extern	vec3_t			lightspot;

float	*shadedots = r_avertexnormal_dots[0];
vec3_t	shadevector;

float	entalpha; //johnfitz

qboolean	overbright; //johnfitz

qboolean shading = true; //johnfitz -- if false, disable vertex shading for various reasons (fullbright, r_lightmap, showtris, etc)

//johnfitz -- struct for passing lerp information to drawing functions
typedef struct {
	short pose1;
	short pose2;
	float blend;
	vec3_t origin;
	vec3_t angles;
	bonepose_t *bonestate;
} lerpdata_t;
//johnfitz

enum
{
	ALIAS_GLSL_BASIC,
	ALIAS_GLSL_SKELETAL,
	ALIAS_GLSL_MODES
};
typedef struct
{
	int maxbones;

	GLuint program;

	// uniforms used in vert shader
	GLuint bonesLoc;
	GLuint blendLoc;
	GLuint shadevectorLoc;
	GLuint lightColorLoc;

	// uniforms used in frag shader
	GLuint texLoc;
	GLuint fullbrightTexLoc;
	GLuint useFullbrightTexLoc;
	GLuint useOverbrightLoc;
	GLuint useAlphaTestLoc;
} aliasglsl_t;
static aliasglsl_t r_alias_glsl[ALIAS_GLSL_MODES];

#define pose1VertexAttrIndex 0
#define pose1NormalAttrIndex 1
#define pose2VertexAttrIndex 2
#define pose2NormalAttrIndex 3
#define texCoordsAttrIndex 4
#define vertColoursAttrIndex 5

#define boneWeightAttrIndex pose2VertexAttrIndex
#define boneIndexAttrIndex pose2NormalAttrIndex

/*
=============
GLARB_GetXYZOffset

Returns the offset of the first vertex's meshxyz_t.xyz in the vbo for the given
model and pose.
=============
*/
static void *GLARB_GetXYZOffset_MDL (aliashdr_t *hdr, int pose)
{
	const size_t xyzoffs = offsetof (meshxyz_mdl_t, xyz);
	return currententity->model->meshvboptr+(hdr->vbovertofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_mdl_t)) + xyzoffs);
}
static void *GLARB_GetXYZOffset_MDLQF (aliashdr_t *hdr, int pose)
{
	const size_t xyzoffs = offsetof (meshxyz_mdl16_t, xyz);
	return currententity->model->meshvboptr+(hdr->vbovertofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_mdl16_t)) + xyzoffs);
}
static void *GLARB_GetXYZOffset_MD3 (aliashdr_t *hdr, int pose)
{
	const size_t xyzoffs = offsetof (meshxyz_md3_t, xyz);
	return currententity->model->meshvboptr+(hdr->vbovertofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_md3_t)) + xyzoffs);
}

/*
=============
GLARB_GetNormalOffset

Returns the offset of the first vertex's meshxyz_t.normal in the vbo for the
given model and pose.
=============
*/
static void *GLARB_GetNormalOffset_MDL (aliashdr_t *hdr, int pose)
{
	const size_t normaloffs = offsetof (meshxyz_mdl_t, normal);
	return currententity->model->meshvboptr+(hdr->vbovertofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_mdl_t)) + normaloffs);
}
static void *GLARB_GetNormalOffset_MDLQF (aliashdr_t *hdr, int pose)
{
	const size_t normaloffs = offsetof (meshxyz_mdl16_t, normal);
	return currententity->model->meshvboptr+(hdr->vbovertofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_mdl16_t)) + normaloffs);
}
static void *GLARB_GetNormalOffset_MD3 (aliashdr_t *hdr, int pose)
{
	const size_t normaloffs = offsetof (meshxyz_md3_t, normal);
	return currententity->model->meshvboptr+(hdr->vbovertofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_md3_t)) + normaloffs);
}

/*
=============
GLAlias_CreateShaders
=============
*/
void GLAlias_CreateShaders (void)
{
	int i;
	aliasglsl_t *glsl;
	char processedVertSource[8192], *defines;
	const glsl_attrib_binding_t bindings[] = {
		{ "TexCoords", texCoordsAttrIndex },
		{ "Pose1Vert", pose1VertexAttrIndex },
		{ "Pose1Normal", pose1NormalAttrIndex },
		{ "Pose2Vert", pose2VertexAttrIndex },
		{ "Pose2Normal", pose2NormalAttrIndex },
		{ "VertColours", vertColoursAttrIndex }
	};

	const GLchar *vertSource = \
		"#version 110\n"
		"%s"
		"\n"
		"uniform vec3 ShadeVector;\n"
		"uniform vec4 LightColor;\n"
		"attribute vec4 TexCoords; // only xy are used \n"
		"attribute vec4 Pose1Vert;\n"
		"attribute vec3 Pose1Normal;\n"
		"#ifdef SKELETAL\n"
		"#define BoneWeight Pose2Vert\n"
		"#define BoneIndex Pose2Normal\n"
		"attribute vec4 BoneWeight;\n"
		"attribute vec4 BoneIndex;\n"
		"attribute vec4 VertColours;\n"
		"uniform vec4 BoneTable[MAXBONES*3];\n" //fixme: should probably try to use a UBO or SSBO.
		"#else\n"
		"uniform float Blend;\n"
		"attribute vec4 Pose2Vert;\n"
		"attribute vec3 Pose2Normal;\n"
		"#endif\n"
		"\n"
		"varying float FogFragCoord;\n"
		"\n"
		"float r_avertexnormal_dot(vec3 vertexnormal) // from MH \n"
		"{\n"
		"        float dot = dot(vertexnormal, ShadeVector);\n"
		"        // wtf - this reproduces anorm_dots within as reasonable a degree of tolerance as the >= 0 case\n"
		"        if (dot < 0.0)\n"
		"            return 1.0 + dot * (13.0 / 44.0);\n"
		"        else\n"
		"            return 1.0 + dot;\n"
		"}\n"
		"void main()\n"
		"{\n"
		"	gl_TexCoord[0] = TexCoords;\n"
		"#ifdef SKELETAL\n"
		"	mat4 wmat;"
		"	wmat[0]  = BoneTable[0+3*int(BoneIndex.x)] * BoneWeight.x;"
		"	wmat[0] += BoneTable[0+3*int(BoneIndex.y)] * BoneWeight.y;"
		"	wmat[0] += BoneTable[0+3*int(BoneIndex.z)] * BoneWeight.z;"
		"	wmat[0] += BoneTable[0+3*int(BoneIndex.w)] * BoneWeight.w;"
		"	wmat[1]  = BoneTable[1+3*int(BoneIndex.x)] * BoneWeight.x;"
		"	wmat[1] += BoneTable[1+3*int(BoneIndex.y)] * BoneWeight.y;"
		"	wmat[1] += BoneTable[1+3*int(BoneIndex.z)] * BoneWeight.z;"
		"	wmat[1] += BoneTable[1+3*int(BoneIndex.w)] * BoneWeight.w;"
		"	wmat[2]  = BoneTable[2+3*int(BoneIndex.x)] * BoneWeight.x;"
		"	wmat[2] += BoneTable[2+3*int(BoneIndex.y)] * BoneWeight.y;"
		"	wmat[2] += BoneTable[2+3*int(BoneIndex.z)] * BoneWeight.z;"
		"	wmat[2] += BoneTable[2+3*int(BoneIndex.w)] * BoneWeight.w;"
		"	wmat[3] = vec4(0.0,0.0,0.0,1.0);\n"
		"	vec4 lerpedVert = (vec4(Pose1Vert.xyz, 1.0) * wmat);\n"
		"	float dot1 = r_avertexnormal_dot(normalize((vec4(Pose1Normal.xyz, 0.0) * wmat).xyz));\n"
		"#else\n"
		"	vec4 lerpedVert = mix(vec4(Pose1Vert.xyz, 1.0), vec4(Pose2Vert.xyz, 1.0), Blend);\n"
		"	float dot1 = mix(r_avertexnormal_dot(Pose1Normal), r_avertexnormal_dot(Pose2Normal), Blend);\n"
		"#endif\n"
		"	gl_Position = gl_ModelViewProjectionMatrix * lerpedVert;\n"
		"	FogFragCoord = gl_Position.w;\n"
		"	gl_FrontColor = LightColor * vec4(vec3(dot1), 1.0);\n"
		"#ifdef SKELETAL\n"
		"	gl_FrontColor *= VertColours;\n"	//this is basically only useful for vertex alphas.
		"#endif\n"
		"}\n";

	const GLchar *fragSource = \
		"#version 110\n"
		"\n"
		"uniform sampler2D Tex;\n"
		"uniform sampler2D FullbrightTex;\n"
		"uniform bool UseFullbrightTex;\n"
		"uniform bool UseOverbright;\n"
		"uniform bool UseAlphaTest;\n"
		"\n"
		"varying float FogFragCoord;\n"
		"\n"
		"void main()\n"
		"{\n"
		"	vec4 result = texture2D(Tex, gl_TexCoord[0].xy);\n"
		"	if (UseAlphaTest && (result.a < 0.666))\n"
		"		discard;\n"
		"	result *= gl_Color;\n"
		"	if (UseOverbright)\n"
		"		result.rgb *= 2.0;\n"
		"	if (UseFullbrightTex)\n"
		"		result += texture2D(FullbrightTex, gl_TexCoord[0].xy);\n"
		"	result = clamp(result, 0.0, 1.0);\n"
		"	float fog = exp(-gl_Fog.density * gl_Fog.density * FogFragCoord * FogFragCoord);\n"
		"	fog = clamp(fog, 0.0, 1.0) * gl_Fog.color.a;\n"
		"	result.rgb = mix(gl_Fog.color.rgb, result.rgb, fog);\n"
		"	result.a *= gl_Color.a;\n" // FIXME: This will make almost transparent things cut holes though heavy fog
		"	gl_FragColor = result;\n"
		"}\n";

	if (!gl_glsl_alias_able)
		return;

	for (i = 0; i < ALIAS_GLSL_MODES; i++)
	{
		glsl = &r_alias_glsl[i];

		if (i == ALIAS_GLSL_SKELETAL)
		{
			defines = "#define SKELETAL\n#define MAXBONES 64\n";
			glsl->maxbones = 64;
		}
		else
		{
			defines = "";
			glsl->maxbones = 0;
		}
		q_snprintf(processedVertSource, sizeof(processedVertSource), vertSource, defines);

		glsl->program = GL_CreateProgram (processedVertSource, fragSource, sizeof(bindings)/sizeof(bindings[0]), bindings);

		if (glsl->program != 0)
		{
		// get uniform locations
			if (i == ALIAS_GLSL_SKELETAL)
			{
				glsl->bonesLoc = GL_GetUniformLocation (&glsl->program, "BoneTable");
				glsl->blendLoc = -1;
			}
			else
			{
				glsl->bonesLoc = -1;
				glsl->blendLoc = GL_GetUniformLocation (&glsl->program, "Blend");
			}
			glsl->shadevectorLoc = GL_GetUniformLocation (&glsl->program, "ShadeVector");
			glsl->lightColorLoc = GL_GetUniformLocation (&glsl->program, "LightColor");
			glsl->texLoc = GL_GetUniformLocation (&glsl->program, "Tex");
			glsl->fullbrightTexLoc = GL_GetUniformLocation (&glsl->program, "FullbrightTex");
			glsl->useFullbrightTexLoc = GL_GetUniformLocation (&glsl->program, "UseFullbrightTex");
			glsl->useOverbrightLoc = GL_GetUniformLocation (&glsl->program, "UseOverbright");
			glsl->useAlphaTestLoc = GL_GetUniformLocation (&glsl->program, "UseAlphaTest");
		}
	}
}

/*
=============
GL_DrawAliasFrame_GLSL -- ericw

Optimized alias model drawing codepath.
Compared to the original GL_DrawAliasFrame, this makes 1 draw call,
no vertex data is uploaded (it's already in the r_meshvbo and r_meshindexesvbo
static VBOs), and lerping and lighting is done in the vertex shader.

Supports optional overbright, optional fullbright pixels.

Based on code by MH from RMQEngine
=============
*/
void GL_DrawAliasFrame_GLSL (aliasglsl_t *glsl, aliashdr_t *paliashdr, lerpdata_t lerpdata, gltexture_t *tx, gltexture_t *fb)
{
	float	blend;

	if (lerpdata.pose1 != lerpdata.pose2)
	{
		blend = lerpdata.blend;
	}
	else // poses the same means either 1. the entity has paused its animation, or 2. r_lerpmodels is disabled
	{
		blend = 0;
	}

	GL_UseProgramFunc (glsl->program);

	GL_BindBuffer (GL_ARRAY_BUFFER, currententity->model->meshvbo);
	GL_BindBuffer (GL_ELEMENT_ARRAY_BUFFER, currententity->model->meshindexesvbo);

	GL_EnableVertexAttribArrayFunc (texCoordsAttrIndex);
	GL_EnableVertexAttribArrayFunc (pose1VertexAttrIndex);
	GL_EnableVertexAttribArrayFunc (pose2VertexAttrIndex);
	GL_EnableVertexAttribArrayFunc (pose1NormalAttrIndex);
	GL_EnableVertexAttribArrayFunc (pose2NormalAttrIndex);

	switch(paliashdr->poseverttype)
	{
	case PV_QUAKE1:
		GL_VertexAttribPointerFunc (texCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, 0, currententity->model->meshvboptr+paliashdr->vbostofs);

		GL_VertexAttribPointerFunc (pose1VertexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (meshxyz_mdl_t), GLARB_GetXYZOffset_MDL (paliashdr, lerpdata.pose1));
		GL_VertexAttribPointerFunc (pose2VertexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (meshxyz_mdl_t), GLARB_GetXYZOffset_MDL (paliashdr, lerpdata.pose2));
		// GL_TRUE to normalize the signed bytes to [-1 .. 1]
		GL_VertexAttribPointerFunc (pose1NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_mdl_t), GLARB_GetNormalOffset_MDL (paliashdr, lerpdata.pose1));
		GL_VertexAttribPointerFunc (pose2NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_mdl_t), GLARB_GetNormalOffset_MDL (paliashdr, lerpdata.pose2));
		break;
	case PV_QUAKEFORGE:
		GL_VertexAttribPointerFunc (texCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, 0, currententity->model->meshvboptr+paliashdr->vbostofs);

		GL_VertexAttribPointerFunc (pose1VertexAttrIndex, 4, GL_UNSIGNED_SHORT, GL_FALSE, sizeof (meshxyz_mdl16_t), GLARB_GetXYZOffset_MDLQF (paliashdr, lerpdata.pose1));
		GL_VertexAttribPointerFunc (pose2VertexAttrIndex, 4, GL_UNSIGNED_SHORT, GL_FALSE, sizeof (meshxyz_mdl16_t), GLARB_GetXYZOffset_MDLQF (paliashdr, lerpdata.pose2));
		// GL_TRUE to normalize the signed bytes to [-1 .. 1]
		GL_VertexAttribPointerFunc (pose1NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_mdl16_t), GLARB_GetNormalOffset_MDLQF (paliashdr, lerpdata.pose1));
		GL_VertexAttribPointerFunc (pose2NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_mdl16_t), GLARB_GetNormalOffset_MDLQF (paliashdr, lerpdata.pose2));
		break;
	case PV_QUAKE3:
		GL_VertexAttribPointerFunc (texCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, 0, currententity->model->meshvboptr+paliashdr->vbostofs);

		GL_VertexAttribPointerFunc (pose1VertexAttrIndex, 4, GL_SHORT, GL_FALSE, sizeof (meshxyz_md3_t), GLARB_GetXYZOffset_MD3 (paliashdr, lerpdata.pose1));
		GL_VertexAttribPointerFunc (pose2VertexAttrIndex, 4, GL_SHORT, GL_FALSE, sizeof (meshxyz_md3_t), GLARB_GetXYZOffset_MD3 (paliashdr, lerpdata.pose2));
		// GL_TRUE to normalize the signed bytes to [-1 .. 1]
		GL_VertexAttribPointerFunc (pose1NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_md3_t), GLARB_GetNormalOffset_MD3 (paliashdr, lerpdata.pose1));
		GL_VertexAttribPointerFunc (pose2NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_md3_t), GLARB_GetNormalOffset_MD3 (paliashdr, lerpdata.pose2));
		break;
	case PV_IQM:
		{
			const iqmvert_t *pose = (const iqmvert_t*)(currententity->model->meshvboptr+paliashdr->vbovertofs + (paliashdr->numverts_vbo * 0 * sizeof (iqmvert_t)));

			GL_VertexAttribPointerFunc (pose1VertexAttrIndex, 3, GL_FLOAT, GL_FALSE, sizeof (iqmvert_t), pose->xyz);
			GL_VertexAttribPointerFunc (pose1NormalAttrIndex, 3, GL_FLOAT, GL_FALSE, sizeof (iqmvert_t), pose->norm);
			GL_VertexAttribPointerFunc (boneWeightAttrIndex, 4, GL_FLOAT, GL_FALSE, sizeof (iqmvert_t), pose->weight);
			GL_VertexAttribPointerFunc (boneIndexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (iqmvert_t), pose->idx);
			GL_VertexAttribPointerFunc (texCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, sizeof (iqmvert_t), pose->st);

			GL_EnableVertexAttribArrayFunc (vertColoursAttrIndex);
			GL_VertexAttribPointerFunc (vertColoursAttrIndex, 4, GL_FLOAT, GL_FALSE, sizeof (iqmvert_t), pose->rgba);
		}
		break;
	}

// set uniforms
	if (glsl->blendLoc != -1)
		GL_Uniform1fFunc (glsl->blendLoc, blend);
	if (glsl->bonesLoc != -1)
		GL_Uniform4fvFunc (glsl->bonesLoc, paliashdr->numbones*3, lerpdata.bonestate->mat);
	GL_Uniform3fFunc (glsl->shadevectorLoc, shadevector[0], shadevector[1], shadevector[2]);
	GL_Uniform4fFunc (glsl->lightColorLoc, lightcolor[0], lightcolor[1], lightcolor[2], entalpha);
	GL_Uniform1iFunc (glsl->texLoc, 0);
	GL_Uniform1iFunc (glsl->fullbrightTexLoc, 1);
	GL_Uniform1iFunc (glsl->useFullbrightTexLoc, (fb != NULL) ? 1 : 0);
	GL_Uniform1fFunc (glsl->useOverbrightLoc, overbright ? 1 : 0);
	GL_Uniform1iFunc (glsl->useAlphaTestLoc, (currententity->model->flags & MF_HOLEY) ? 1 : 0);

// set textures
	GL_SelectTexture (GL_TEXTURE0);
	GL_Bind (tx);

	if (fb)
	{
		GL_SelectTexture (GL_TEXTURE1);
		GL_Bind (fb);
	}

// draw
	glDrawElements (GL_TRIANGLES, paliashdr->numindexes, GL_UNSIGNED_SHORT, currententity->model->meshindexesvboptr+paliashdr->eboofs);

// clean up
	GL_DisableVertexAttribArrayFunc (texCoordsAttrIndex);
	GL_DisableVertexAttribArrayFunc (pose1VertexAttrIndex);
	GL_DisableVertexAttribArrayFunc (pose2VertexAttrIndex);
	GL_DisableVertexAttribArrayFunc (pose1NormalAttrIndex);
	GL_DisableVertexAttribArrayFunc (pose2NormalAttrIndex);
	GL_DisableVertexAttribArrayFunc (vertColoursAttrIndex);

	GL_UseProgramFunc (0);
	GL_SelectTexture (GL_TEXTURE0);

	rs_aliaspasses += paliashdr->numtris;
}

/*
=============
GL_DrawAliasFrame
-- johnfitz -- rewritten to support colored light, lerping, entalpha, multitexture, and r_drawflat
-- spike -- rewritten to use vertex arrays, which should be slightly faster thanks to less branches+gl calls (note that this requires gl1.1, which we depend on anyway for texture objects, and is pretty much universal.
=============
*/
void GL_DrawAliasFrame (aliashdr_t *paliashdr, lerpdata_t lerpdata)
{
	static	vec3_t vpos[65536];
	static	vec4_t vc[65536];
	int i;
	float	blend, iblend;
	const float *texcoords = (const float *)(currententity->model->meshvboptr+paliashdr->vbostofs);
	int texcoordstride = 0;

	if (lerpdata.pose1 != lerpdata.pose2)
	{
		blend = lerpdata.blend;
		iblend = 1.0-blend;
	}
	else // poses the same means either 1. the entity has paused its animation, or 2. r_lerpmodels is disabled
	{
		blend = 1;
		iblend = 0;
	}

	//pose1*iblend + pose2*blend

	if (shading && r_drawflat_cheatsafe)
	{
		shading = false;
		glColor4f (rand()%256/255.0, rand()%256/255.0, rand()%256/255.0, entalpha);
	}

	glEnableClientState(GL_VERTEX_ARRAY);
	switch(paliashdr->poseverttype)
	{
	case PV_QUAKE1:
	case PV_QUAKEFORGE:	//just going to ignore the extra data here.
		{
			trivertx_t *verts1 = (trivertx_t*)((byte *)paliashdr + paliashdr->vertexes) + lerpdata.pose1 * paliashdr->numverts_vbo*(paliashdr->poseverttype==PV_QUAKEFORGE?2:1);
			trivertx_t *verts2 = (trivertx_t*)((byte *)paliashdr + paliashdr->vertexes) + lerpdata.pose2 * paliashdr->numverts_vbo*(paliashdr->poseverttype==PV_QUAKEFORGE?2:1);

			if (iblend)
			{
				for (i = 0; i < paliashdr->numverts_vbo; i++)
				{
					vpos[i][0] = verts1[i].v[0] * iblend + blend * verts2[i].v[0];
					vpos[i][1] = verts1[i].v[1] * iblend + blend * verts2[i].v[1];
					vpos[i][2] = verts1[i].v[2] * iblend + blend * verts2[i].v[2];
				}
				GL_BindBuffer (GL_ARRAY_BUFFER, 0);
				glVertexPointer(3, GL_FLOAT, sizeof (vpos[0]), vpos);

				if (shading)
				{
					for (i = 0; i < paliashdr->numverts_vbo; i++)
					{
						vc[i][0] = (shadedots[verts1->lightnormalindex]*iblend + shadedots[verts2->lightnormalindex]*blend) * lightcolor[0];
						vc[i][1] = (shadedots[verts1->lightnormalindex]*iblend + shadedots[verts2->lightnormalindex]*blend) * lightcolor[1];
						vc[i][2] = (shadedots[verts1->lightnormalindex]*iblend + shadedots[verts2->lightnormalindex]*blend) * lightcolor[2];
						vc[i][3] = entalpha;
					}
					glEnableClientState(GL_COLOR_ARRAY);
					glColorPointer(4, GL_FLOAT, sizeof(*vc), vc);
				}
			}
			else
			{
				if (shading)
				{
					for (i = 0; i < paliashdr->numverts_vbo; i++)
					{
						vc[i][0] = shadedots[verts2->lightnormalindex] * lightcolor[0];
						vc[i][1] = shadedots[verts2->lightnormalindex] * lightcolor[1];
						vc[i][2] = shadedots[verts2->lightnormalindex] * lightcolor[2];
						vc[i][3] = entalpha;
					}
					glEnableClientState(GL_COLOR_ARRAY);
					GL_BindBuffer (GL_ARRAY_BUFFER, 0);
					glColorPointer(4, GL_FLOAT, 0, vc);
				}

				//glVertexPointer may not take GL_UNSIGNED_BYTE, which means we can't use our vbos. attribute 0 MAY be vertex coords, but I don't want to depend on that.
				for (i = 0; i < paliashdr->numverts_vbo; i++)
				{
					vpos[i][0] = verts2[i].v[0];
					vpos[i][1] = verts2[i].v[1];
					vpos[i][2] = verts2[i].v[2];
				}
				GL_BindBuffer (GL_ARRAY_BUFFER, 0);
				glVertexPointer(3, GL_FLOAT, sizeof (vpos[0]), vpos);
			}
		}
		break;
	case PV_QUAKE3:
		{
			md3XyzNormal_t *verts1 = (md3XyzNormal_t*)((byte *)paliashdr + paliashdr->vertexes) + lerpdata.pose1 * paliashdr->numverts_vbo;
			md3XyzNormal_t *verts2 = (md3XyzNormal_t*)((byte *)paliashdr + paliashdr->vertexes) + lerpdata.pose2 * paliashdr->numverts_vbo;

			if (iblend)
			{
				for (i = 0; i < paliashdr->numverts_vbo; i++)
				{
					vpos[i][0] = verts1[i].xyz[0] * iblend + blend * verts2[i].xyz[0];
					vpos[i][1] = verts1[i].xyz[1] * iblend + blend * verts2[i].xyz[1];
					vpos[i][2] = verts1[i].xyz[2] * iblend + blend * verts2[i].xyz[2];
				}
				GL_BindBuffer (GL_ARRAY_BUFFER, 0);
				glVertexPointer(3, GL_FLOAT, sizeof (vpos[0]), vpos);

				if (shading)
				{
					for (i = 0; i < paliashdr->numverts_vbo; i++)
					{
						vec3_t n;
						float dot;
						// map the normal coordinates in [-1..1] to [-127..127] and store in an unsigned char.
						// this introduces some error (less than 0.004), but the normals were very coarse
						// to begin with
						//this should be a table.
						float lat = (float)verts2[i].latlong[0] * (2 * M_PI)*(1.0 / 255.0);
						float lng = (float)verts2[i].latlong[1] * (2 * M_PI)*(1.0 / 255.0);
						n[0] = blend * cos ( lng ) * sin ( lat );
						n[1] = blend * sin ( lng ) * sin ( lat );
						n[2] = blend * cos ( lat );
						lat = (float)verts1[i].latlong[0] * (2 * M_PI)*(1.0 / 255.0);
						lng = (float)verts1[i].latlong[1] * (2 * M_PI)*(1.0 / 255.0);
						n[0] += iblend * cos ( lng ) * sin ( lat );
						n[1] += iblend * sin ( lng ) * sin ( lat );
						n[2] += iblend * cos ( lat );
						dot = DotProduct(n, shadevector);
						if (dot < 0.0)	//bizzare maths guessed by mh
							dot = 1.0 + dot * (13.0 / 44.0);
						else
							dot = 1.0 + dot;
						vc[i][0] = dot * lightcolor[0];
						vc[i][1] = dot * lightcolor[1];
						vc[i][2] = dot * lightcolor[2];
						vc[i][3] = entalpha;
					}
					glEnableClientState(GL_COLOR_ARRAY);
					glColorPointer(4, GL_FLOAT, 0, vc);
				}
			}
			else
			{
				if (shading)
				{
					for (i = 0; i < paliashdr->numverts_vbo; i++)
					{
						vec3_t n;
						float dot;
						// map the normal coordinates in [-1..1] to [-127..127] and store in an unsigned char.
						// this introduces some error (less than 0.004), but the normals were very coarse
						// to begin with
						//this should be a table.
						float lat = (float)verts2[i].latlong[0] * (2 * M_PI)*(1.0 / 255.0);
						float lng = (float)verts2[i].latlong[1] * (2 * M_PI)*(1.0 / 255.0);
						n[0] = cos ( lng ) * sin ( lat );
						n[1] = sin ( lng ) * sin ( lat );
						n[2] = cos ( lat );
						dot = DotProduct(n, shadevector);
						if (dot < 0.0)	//bizzare maths guessed by mh
							dot = 1.0 + dot * (13.0 / 44.0);
						else
							dot = 1.0 + dot;
						vc[i][0] = dot * lightcolor[0];
						vc[i][1] = dot * lightcolor[1];
						vc[i][2] = dot * lightcolor[2];
						vc[i][3] = entalpha;
					}
					glEnableClientState(GL_COLOR_ARRAY);
					GL_BindBuffer (GL_ARRAY_BUFFER, 0);
					glColorPointer(4, GL_FLOAT, 0, vc);
				}
				GL_BindBuffer (GL_ARRAY_BUFFER, currententity->model->meshvbo);
				glVertexPointer(3, GL_SHORT, sizeof (meshxyz_md3_t), GLARB_GetXYZOffset_MD3 (paliashdr, lerpdata.pose2));
			}
		}
		break;

	case PV_IQM:
		{	//iqm does its blending using bones instead of verts, so we only have to care about one pose here
			int morphpose = 0;
			const iqmvert_t *verts2 = (const iqmvert_t*)((byte *)paliashdr + paliashdr->vertexes) + morphpose * paliashdr->numverts_vbo;
			const iqmvert_t *vboverts2 = (const iqmvert_t*)(currententity->model->meshvboptr+paliashdr->vbovertofs) + (paliashdr->numverts_vbo * morphpose);

			if (shading)
			{
				for (i = 0; i < paliashdr->numverts_vbo; i++)
				{
					float dot;
					dot = DotProduct(verts2[i].norm, shadevector);	//NOTE: ignores animated normals
					if (dot < 0.0)	//bizzare maths guessed by mh
						dot = 1.0 + dot * (13.0 / 44.0);
					else
						dot = 1.0 + dot;
					vc[i][0] = dot * lightcolor[0] * verts2[i].rgba[0];
					vc[i][1] = dot * lightcolor[1] * verts2[i].rgba[1];
					vc[i][2] = dot * lightcolor[2] * verts2[i].rgba[2];
					vc[i][3] = entalpha * verts2[i].rgba[3];
				}
				glEnableClientState(GL_COLOR_ARRAY);
				GL_BindBuffer (GL_ARRAY_BUFFER, 0);
				glColorPointer(4, GL_FLOAT, 0, vc);
			}

			if (lerpdata.bonestate)
			{	//oh dear. its animated. and we don't have any glsl to animate it for us.
				bonepose_t pose;
				const bonepose_t *in;
				const float *xyz;
				float w;
				int j, k;
				for (i = 0; i < paliashdr->numverts_vbo; i++)
				{
					//lerp the matrix... this is less of a nightmare in glsl...
					in = lerpdata.bonestate + verts2[i].idx[0];
					w = verts2[i].weight[0];
					for (j = 0; j < 12; j++)
						pose.mat[j] = in->mat[j] * w;
					for (k = 1; k < 3; k++)
					{
						w = verts2[i].weight[k];
						if (!w)
							continue;
						in = lerpdata.bonestate + verts2[i].idx[k];
						for (j = 0; j < 12; j++)
							pose.mat[j] += in->mat[j] * w;
					}

					xyz = verts2[i].xyz;
					vpos[i][0] = xyz[0]*pose.mat[0] + xyz[1]*pose.mat[1] + xyz[2]*pose.mat[2] + pose.mat[3];
					vpos[i][1] = xyz[0]*pose.mat[4] + xyz[1]*pose.mat[5] + xyz[2]*pose.mat[6] + pose.mat[7];
					vpos[i][2] = xyz[0]*pose.mat[8] + xyz[1]*pose.mat[9] + xyz[2]*pose.mat[10] + pose.mat[11];
				}

				GL_BindBuffer (GL_ARRAY_BUFFER, 0);
				glVertexPointer(3, GL_FLOAT, 0, vpos);
			}
			else
			{
				GL_BindBuffer (GL_ARRAY_BUFFER, currententity->model->meshvbo);
				glVertexPointer(3, GL_FLOAT, sizeof (iqmvert_t), vboverts2->xyz);
			}
			texcoordstride = sizeof(iqmvert_t);
			texcoords = vboverts2->st;
		}
		break;
	}

// set textures
	GL_BindBuffer (GL_ARRAY_BUFFER, currententity->model->meshvbo);
	if (mtexenabled)
	{
		GL_ClientActiveTextureFunc (GL_TEXTURE0);
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		glTexCoordPointer(2, GL_FLOAT, texcoordstride, texcoords);

		GL_ClientActiveTextureFunc (GL_TEXTURE1);
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		glTexCoordPointer(2, GL_FLOAT, texcoordstride, texcoords);
	}
	else
	{
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		glTexCoordPointer(2, GL_FLOAT, texcoordstride, texcoords);
	}

// draw
	GL_BindBuffer (GL_ELEMENT_ARRAY_BUFFER, currententity->model->meshindexesvbo);
	glDrawElements (GL_TRIANGLES, paliashdr->numindexes, GL_UNSIGNED_SHORT, currententity->model->meshindexesvboptr + paliashdr->eboofs);
	GL_BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);

	GL_BindBuffer (GL_ARRAY_BUFFER, 0);

// clean up
	if (mtexenabled)
	{
		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
		GL_ClientActiveTextureFunc (GL_TEXTURE0);
	}
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_COLOR_ARRAY);


	rs_aliaspasses += paliashdr->numtris;
}

/*
=================
R_SetupAliasFrame -- johnfitz -- rewritten to support lerping
=================
*/
void R_SetupAliasFrame (aliashdr_t *paliashdr, entity_t *e, lerpdata_t *lerpdata)
{
	int frame = e->frame;
	int				posenum, numposes;

	if ((frame >= paliashdr->numframes) || (frame < 0))
	{
		Con_DPrintf ("R_AliasSetupFrame: no such frame %d for '%s'\n", frame, e->model->name);
		frame = 0;
	}

	if (e->lerpflags & LERP_EXPLICIT)
	{
		int frame2 = e->lerp.snap.frame2;
		float frac = e->lerp.snap.lerpfrac;
		float time = cl.time;

		if ((frame2 >= paliashdr->numframes) || (frame2 < 0))
			frame2 = 0;

		if (paliashdr->frames[(frac > 0.5)?frame2:frame].numposes > 1)
		{	//our stronger sequence is a framegroup, but we can only do two-way blends.
			if (frac > 0.5)
			{
				frame = frame2;
				time = e->lerp.snap.time[1];
			}
			else
				time = e->lerp.snap.time[0];

			if (time < 0)
				time = 0;	//just in case...
			frac = (time / paliashdr->frames[frame].interval);
			posenum = (int)frac;
			lerpdata->blend = (frac - posenum);

			posenum += paliashdr->frames[frame].firstpose;
			numposes = paliashdr->frames[frame].numposes;

			lerpdata->pose1 = (posenum)%numposes;
			lerpdata->pose2 = (posenum+1)%numposes;
		}
		else
		{
			lerpdata->blend = frac;

			lerpdata->pose1 = paliashdr->frames[frame].firstpose;
			lerpdata->pose1 += (unsigned int)(e->lerp.snap.time[0]/paliashdr->frames[frame].interval) % paliashdr->frames[frame].numposes;

			lerpdata->pose2 = paliashdr->frames[frame2].firstpose;
			lerpdata->pose2 += (unsigned int)(e->lerp.snap.time[1]/paliashdr->frames[frame2].interval) % paliashdr->frames[frame].numposes;
		}
	}
	else
	{
		posenum = paliashdr->frames[frame].firstpose;
		numposes = paliashdr->frames[frame].numposes;

		if (numposes > 1)
		{
			float time = cl.time + e->syncbase;	//Spike: Readded syncbase
			if (time < 0)
				time = 0;	//just in case...
			e->lerp.state.lerptime = paliashdr->frames[frame].interval;	//FIXME: no per-frame intervals
			posenum += (int)(time / e->lerp.state.lerptime) % numposes;
		}
		else
			e->lerp.state.lerptime = 0.1;

		if (e->lerpflags & LERP_RESETANIM) //kill any lerp in progress
		{
			e->lerp.state.lerpstart = 0;
			e->lerp.state.previouspose = posenum;
			e->lerp.state.currentpose = posenum;
			e->lerpflags -= LERP_RESETANIM;
		}
		else if (e->lerp.state.currentpose != posenum) // pose changed, start new lerp
		{
			if (e->lerpflags & LERP_RESETANIM2) //defer lerping one more time
			{
				e->lerp.state.lerpstart = 0;
				e->lerp.state.previouspose = posenum;
				e->lerp.state.currentpose = posenum;
				e->lerpflags -= LERP_RESETANIM2;
			}
			else
			{
				e->lerp.state.lerpstart = cl.time;
				e->lerp.state.previouspose = e->lerp.state.currentpose;
				e->lerp.state.currentpose = posenum;
			}
		}

		//set up values
		if (r_lerpmodels.value && !(e->model->flags & MOD_NOLERP && r_lerpmodels.value != 2))
		{
			if (e->lerpflags & LERP_FINISH && numposes == 1)
				lerpdata->blend = CLAMP (0.0f, (float)(cl.time - e->lerp.state.lerpstart) / (e->lerpfinish - e->lerp.state.lerpstart), 1.0f);
			else
				lerpdata->blend = CLAMP (0.0f, (float)(cl.time - e->lerp.state.lerpstart) / e->lerp.state.lerptime, 1.0f);
			lerpdata->pose1 = e->lerp.state.previouspose;
			lerpdata->pose2 = e->lerp.state.currentpose;
		}
		else //don't lerp
		{
			lerpdata->blend = 1;
			lerpdata->pose1 = posenum;
			lerpdata->pose2 = posenum;
		}
	}

	if (paliashdr->numboneposes)
	{
		static bonepose_t inverted[256];
		bonepose_t lerpbones[256], l;
		int b, j;
		const boneinfo_t *bi = (const boneinfo_t *)((byte*)paliashdr + paliashdr->boneinfo);
		const bonepose_t *p1 = (const bonepose_t *)((byte*)paliashdr + paliashdr->boneposedata) + lerpdata->pose1*paliashdr->numbones;
		const bonepose_t *p2 = (const bonepose_t *)((byte*)paliashdr + paliashdr->boneposedata) + lerpdata->pose2*paliashdr->numbones;
		float w2 = lerpdata->blend;
		float w1 = 1-w2;
		for (b = 0; b < paliashdr->numbones; b++, p1++, p2++)
		{
			//interpolate it
			for (j = 0; j < 12; j++)
				l.mat[j] = p1->mat[j]*w1 + p2->mat[j]*w2;
			//concat it onto the parent (relative->abs)
			if (bi[b].parent < 0)
				memcpy(lerpbones[b].mat, l.mat, sizeof(l.mat));
			else
				R_ConcatTransforms((void*)lerpbones[bi[b].parent].mat, (void*)l.mat, (void*)lerpbones[b].mat);
			//and finally invert it
			R_ConcatTransforms((void*)lerpbones[b].mat, (void*)bi[b].inverse.mat, (void*)inverted[b].mat);
		}
		lerpdata->bonestate = inverted;	//and now we can use it.
	}
	else
		lerpdata->bonestate = NULL;
}

/*
=================
R_SetupEntityTransform -- johnfitz -- set up transform part of lerpdata
=================
*/
void R_SetupEntityTransform (entity_t *e, lerpdata_t *lerpdata)
{
	float blend;
	vec3_t d;
	int i;

	// if LERP_RESETMOVE, kill any lerps in progress
	if (e->lerpflags & LERP_RESETMOVE)
	{
		e->movelerpstart = 0;
		VectorCopy (e->origin, e->previousorigin);
		VectorCopy (e->origin, e->currentorigin);
		VectorCopy (e->angles, e->previousangles);
		VectorCopy (e->angles, e->currentangles);
		e->lerpflags -= LERP_RESETMOVE;
	}
	else if (!VectorCompare (e->origin, e->currentorigin) || !VectorCompare (e->angles, e->currentangles)) // origin/angles changed, start new lerp
	{
		e->movelerpstart = cl.time;
		VectorCopy (e->currentorigin, e->previousorigin);
		VectorCopy (e->origin,  e->currentorigin);
		VectorCopy (e->currentangles, e->previousangles);
		VectorCopy (e->angles,  e->currentangles);
	}

	//set up values
	if (r_lerpmove.value && e != &cl.viewent && e->lerpflags & LERP_MOVESTEP)
	{
		if (e->lerpflags & LERP_FINISH)
			blend = CLAMP (0.0f, (float)(cl.time - e->movelerpstart) / (e->lerpfinish - e->movelerpstart), 1.0f);
		else
			blend = CLAMP (0.0f, (float)(cl.time - e->movelerpstart) / 0.1f, 1.0f);

		//translation
		VectorSubtract (e->currentorigin, e->previousorigin, d);
		lerpdata->origin[0] = e->previousorigin[0] + d[0] * blend;
		lerpdata->origin[1] = e->previousorigin[1] + d[1] * blend;
		lerpdata->origin[2] = e->previousorigin[2] + d[2] * blend;

		//rotation
		VectorSubtract (e->currentangles, e->previousangles, d);
		for (i = 0; i < 3; i++)
		{
			if (d[i] > 180)  d[i] -= 360;
			if (d[i] < -180) d[i] += 360;
		}
		lerpdata->angles[0] = e->previousangles[0] + d[0] * blend;
		lerpdata->angles[1] = e->previousangles[1] + d[1] * blend;
		lerpdata->angles[2] = e->previousangles[2] + d[2] * blend;
	}
	else //don't lerp
	{
		VectorCopy (e->origin, lerpdata->origin);
		VectorCopy (e->angles, lerpdata->angles);
	}
}

/*
=================
R_SetupAliasLighting -- johnfitz -- broken out from R_DrawAliasModel and rewritten
=================
*/
void R_SetupAliasLighting (entity_t	*e)
{
	vec3_t		dist;
	float		add;
	int			i;
	int		quantizedangle;
	float		radiansangle;
	float		*origin;

	if (!r_refdef.drawworld)
		lightcolor[0] = lightcolor[1] = lightcolor[2] = 255;
	else
	{
		if (e->eflags & EFLAGS_VIEWMODEL)
		{
			origin = r_refdef.vieworg;
			R_LightPoint (origin);
		}
		else
		{
			vec3_t		lpos;
			origin = e->origin;
			VectorCopy (origin, lpos);
			// start the light trace from slightly above the origin
			// this helps with models whose origin is below ground level, but are otherwise visible
			// (e.g. some of the candles in the DOTM start map, which would otherwise appear black)
			if (e->model->maxs[2] > 0)
				lpos[2] += e->model->maxs[2] * 0.5f;
			R_LightPoint (lpos);
		}

		//add dlights
		for (i=0 ; i<MAX_DLIGHTS ; i++)
		{
			if (cl_dlights[i].die >= cl.time)
			{
				VectorSubtract (origin, cl_dlights[i].origin, dist);
				add = cl_dlights[i].radius - VectorLength(dist);
				if (add > 0)
					VectorMA (lightcolor, add, cl_dlights[i].color, lightcolor);
			}
		}

		// minimum light value on gun (24)
		if (e == &cl.viewent)
		{
			add = 72.0f - (lightcolor[0] + lightcolor[1] + lightcolor[2]);
			if (add > 0.0f)
			{
				lightcolor[0] += add / 3.0f;
				lightcolor[1] += add / 3.0f;
				lightcolor[2] += add / 3.0f;
			}
		}

		// minimum light value on players (8)
		if (e > cl.entities && e <= cl.entities + cl.maxclients)
		{
			add = 24.0f - (lightcolor[0] + lightcolor[1] + lightcolor[2]);
			if (add > 0.0f)
			{
				lightcolor[0] += add / 3.0f;
				lightcolor[1] += add / 3.0f;
				lightcolor[2] += add / 3.0f;
			}
		}
	}

	// clamp lighting so it doesn't overbright as much (96)
	if (overbright)
	{
		add = 288.0f / (lightcolor[0] + lightcolor[1] + lightcolor[2]);
		if (add < 1.0f)
			VectorScale(lightcolor, add, lightcolor);
	}

	//hack up the brightness when fullbrights but no overbrights (256)
	if (gl_fullbrights.value && !gl_overbright_models.value)
		if (e->model->flags & MOD_FBRIGHTHACK)
		{
			lightcolor[0] = 256.0f;
			lightcolor[1] = 256.0f;
			lightcolor[2] = 256.0f;
		}

	quantizedangle = ((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1);

//ericw -- shadevector is passed to the shader to compute shadedots inside the
//shader, see GLAlias_CreateShaders()
	radiansangle = (quantizedangle / 16.0) * 2.0 * 3.14159;
	shadevector[0] = cos(-radiansangle);
	shadevector[1] = sin(-radiansangle);
	shadevector[2] = 1;
	VectorNormalize(shadevector);
//ericw --

	shadedots = r_avertexnormal_dots[quantizedangle];
	VectorScale (lightcolor, 1.0f / 200.0f, lightcolor);

	lightcolor[0] *= e->netstate.colormod[0] / 32.0;
	lightcolor[1] *= e->netstate.colormod[1] / 32.0;
	lightcolor[2] *= e->netstate.colormod[2] / 32.0;
}

/*
=================
R_DrawAliasModel -- johnfitz -- almost completely rewritten
=================
*/
void R_DrawAliasModel (entity_t *e)
{
	aliasglsl_t *glsl;
	aliashdr_t	*paliashdr;
	int		anim, skinnum;
	gltexture_t	*tx, *fb;
	lerpdata_t	lerpdata;
	qboolean	alphatest = !!(e->model->flags & MF_HOLEY);
	int surf;
	float		fovscale = 1.0f;

	//
	// setup pose/lerp data -- do it first so we don't miss updates due to culling
	//
	paliashdr = (aliashdr_t *)Mod_Extradata (e->model);
	R_SetupAliasFrame (paliashdr, e, &lerpdata);
	R_SetupEntityTransform (e, &lerpdata);

	glsl = &r_alias_glsl[(paliashdr->poseverttype==PV_IQM&&lerpdata.bonestate)?ALIAS_GLSL_SKELETAL:ALIAS_GLSL_BASIC];

	if (e->eflags & EFLAGS_VIEWMODEL)
	{
		//transform it relative to the view, by rebuilding the modelview matrix without the view position.
		glPushMatrix ();
		glLoadIdentity();
		glRotatef (-90,  1, 0, 0);	    // put Z going up
		glRotatef (90,  0, 0, 1);	    // put Z going up

		glDepthRange (0, 0.3);
	}
	else
	{
		//
		// cull it
		//
		if (R_CullModelForEntity(e))
			return;

		//
		// transform it
		//
		glPushMatrix ();
	}

	//FIXME: this needs to go. combine with depthrange and explicit viewmodel-only fov into a different projection matrix..
	if (e == &cl.viewent && scr_fov.value > 90.f && cl_gun_fovscale.value)
		fovscale = tan(scr_fov.value * (0.5f * M_PI / 180.f));

	R_RotateForEntity (lerpdata.origin, lerpdata.angles, e->netstate.scale);
	glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1] * fovscale, paliashdr->scale_origin[2] * fovscale);
	glScalef (paliashdr->scale[0], paliashdr->scale[1] * fovscale, paliashdr->scale[2] * fovscale);

	//
	// random stuff
	//
	if (gl_smoothmodels.value && !r_drawflat_cheatsafe)
		glShadeModel (GL_SMOOTH);
	if (gl_affinemodels.value)
		glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
	overbright = gl_overbright_models.value;
	shading = true;

	//
	// set up for alpha blending
	//
	if (r_drawflat_cheatsafe || r_lightmap_cheatsafe) //no alpha in drawflat or lightmap mode
		entalpha = 1;
	else
		entalpha = ENTALPHA_DECODE(e->alpha);
	if (entalpha == 0)
		goto cleanup;
	if (entalpha < 1)
	{
		if (!gl_texture_env_combine) overbright = false; //overbright can't be done in a single pass without combiners
		glDepthMask(GL_FALSE);
		glEnable(GL_BLEND);
	}
	else if (alphatest)
		glEnable (GL_ALPHA_TEST);

	//
	// set up lighting
	//
	R_SetupAliasLighting (e);

	for(surf=0;;surf++)
	{
		rs_aliaspolys += paliashdr->numtris;

		//
		// set up textures
		//
		GL_DisableMultitexture();
		anim = (int)(cl.time*10) & 3;
		skinnum = e->skinnum;
		if ((skinnum >= paliashdr->numskins) || (skinnum < 0))
		{
			Con_DPrintf ("R_DrawAliasModel: no such skin # %d for '%s'\n", skinnum, e->model->name);
			// ericw -- display skin 0 for winquake compatibility
			skinnum = 0;
		}
		if (paliashdr->numskins <= 0)
		{
			tx = NULL; // NULL will give the checkerboard texture
			fb = NULL;
		}
		else
		{
			tx = paliashdr->gltextures[skinnum][anim];
			fb = paliashdr->fbtextures[skinnum][anim];
		} 
		if (e->netstate.colormap && !gl_nocolors.value)
		{
			if ((uintptr_t)e >= (uintptr_t)&cl.entities[1] && (uintptr_t)e <= (uintptr_t)&cl.entities[cl.maxclients]) /* && !strcmp (currententity->model->name, "progs/player.mdl") */
				tx = playertextures[e - cl.entities - 1];
		}
		if (!gl_fullbrights.value)
			fb = NULL;

		//
		// draw it
		//
		if (r_drawflat_cheatsafe)
		{
			glDisable (GL_TEXTURE_2D);
			GL_DrawAliasFrame (paliashdr, lerpdata);
			glEnable (GL_TEXTURE_2D);
			srand((int) (cl.time * 1000)); //restore randomness
		}
		else if (r_fullbright_cheatsafe)
		{
			GL_Bind (tx);
			shading = false;
			glColor4f(1,1,1,entalpha);
			GL_DrawAliasFrame (paliashdr, lerpdata);
			if (fb)
			{
				glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
				GL_Bind(fb);
				glEnable(GL_BLEND);
				glBlendFunc (GL_ONE, GL_ONE);
				glDepthMask(GL_FALSE);
				glColor3f(entalpha,entalpha,entalpha);
				Fog_StartAdditive ();
				GL_DrawAliasFrame (paliashdr, lerpdata);
				Fog_StopAdditive ();
				glDepthMask(GL_TRUE);
				glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				glDisable(GL_BLEND);
			}
		}
		else if (r_lightmap_cheatsafe)
		{
			glDisable (GL_TEXTURE_2D);
			shading = false;
			glColor3f(1,1,1);
			GL_DrawAliasFrame (paliashdr, lerpdata);
			glEnable (GL_TEXTURE_2D);
		}
	// call fast path if possible. if the shader compliation failed for some reason,
	// r_alias_program will be 0.
		else if (glsl->program != 0 && (paliashdr->numbones <= glsl->maxbones||!lerpdata.bonestate))
		{
			GL_DrawAliasFrame_GLSL (glsl, paliashdr, lerpdata, tx, fb);
		}
		else if (overbright)
		{
			if  (gl_texture_env_combine && gl_mtexable && gl_texture_env_add && fb) //case 1: everything in one pass
			{
				GL_Bind (tx);
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
				glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
				GL_EnableMultitexture(); // selects TEXTURE1
				GL_Bind (fb);
				glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
//				glEnable(GL_BLEND);
				GL_DrawAliasFrame (paliashdr, lerpdata);
//				glDisable(GL_BLEND);
				GL_DisableMultitexture();
				glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
			}
			else if (gl_texture_env_combine) //case 2: overbright in one pass, then fullbright pass
			{
			// first pass
				GL_Bind(tx);
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
				glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
				GL_DrawAliasFrame (paliashdr, lerpdata);
				glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1.0f);
				glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
			// second pass
				if (fb)
				{
					glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
					GL_Bind(fb);
					glEnable(GL_BLEND);
					glBlendFunc (GL_ONE, GL_ONE);
					glDepthMask(GL_FALSE);
					shading = false;
					glColor3f(entalpha,entalpha,entalpha);
					Fog_StartAdditive ();
					GL_DrawAliasFrame (paliashdr, lerpdata);
					Fog_StopAdditive ();
					glDepthMask(GL_TRUE);
					glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
					glDisable(GL_BLEND);
					glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
				}
			}
			else //case 3: overbright in two passes, then fullbright pass
			{
			// first pass
				GL_Bind(tx);
				glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
				GL_DrawAliasFrame (paliashdr, lerpdata);
			// second pass -- additive with black fog, to double the object colors but not the fog color
				glEnable(GL_BLEND);
				glBlendFunc (GL_ONE, GL_ONE);
				glDepthMask(GL_FALSE);
				Fog_StartAdditive ();
				GL_DrawAliasFrame (paliashdr, lerpdata);
				Fog_StopAdditive ();
				glDepthMask(GL_TRUE);
				glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				glDisable(GL_BLEND);
			// third pass
				if (fb)
				{
					glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
					GL_Bind(fb);
					glEnable(GL_BLEND);
					glBlendFunc (GL_ONE, GL_ONE);
					glDepthMask(GL_FALSE);
					shading = false;
					glColor3f(entalpha,entalpha,entalpha);
					Fog_StartAdditive ();
					GL_DrawAliasFrame (paliashdr, lerpdata);
					Fog_StopAdditive ();
					glDepthMask(GL_TRUE);
					glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
					glDisable(GL_BLEND);
					glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
				}
			}
		}
		else
		{
			if (gl_mtexable && gl_texture_env_add && fb) //case 4: fullbright mask using multitexture
			{
				GL_DisableMultitexture(); // selects TEXTURE0
				GL_Bind (tx);
				glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
				GL_EnableMultitexture(); // selects TEXTURE1
				GL_Bind (fb);
				glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
				glEnable(GL_BLEND);
				GL_DrawAliasFrame (paliashdr, lerpdata);
				glDisable(GL_BLEND);
				GL_DisableMultitexture();
				glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
			}
			else //case 5: fullbright mask without multitexture
			{
			// first pass
				GL_Bind(tx);
				glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
				GL_DrawAliasFrame (paliashdr, lerpdata);
			// second pass
				if (fb)
				{
					GL_Bind(fb);
					glEnable(GL_BLEND);
					glBlendFunc (GL_ONE, GL_ONE);
					glDepthMask(GL_FALSE);
					shading = false;
					glColor3f(entalpha,entalpha,entalpha);
					Fog_StartAdditive ();
					GL_DrawAliasFrame (paliashdr, lerpdata);
					Fog_StopAdditive ();
					glDepthMask(GL_TRUE);
					glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
					glDisable(GL_BLEND);
				}
			}
		}
		if (!paliashdr->nextsurface)
			break;
		paliashdr = (aliashdr_t*)((byte*)paliashdr + paliashdr->nextsurface);
	}

cleanup:
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
	glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
	glShadeModel (GL_FLAT);
	glDepthMask(GL_TRUE);
	glDisable(GL_BLEND);
	if (alphatest)
		glDisable (GL_ALPHA_TEST);
	glColor3f(1,1,1);
	if (e->eflags & EFLAGS_VIEWMODEL)
		glDepthRange (0, 1);
	glPopMatrix ();
}

//johnfitz -- values for shadow matrix
#define SHADOW_SKEW_X -0.7 //skew along x axis. -0.7 to mimic glquake shadows
#define SHADOW_SKEW_Y 0 //skew along y axis. 0 to mimic glquake shadows
#define SHADOW_VSCALE 0 //0=completely flat
#define SHADOW_HEIGHT 0.1 //how far above the floor to render the shadow
//johnfitz

/*
=============
GL_DrawAliasShadow -- johnfitz -- rewritten

TODO: orient shadow onto "lightplane" (a global mplane_t*)
=============
*/
void GL_DrawAliasShadow (entity_t *e)
{
	float	shadowmatrix[16] = {1,				0,				0,				0,
								0,				1,				0,				0,
								SHADOW_SKEW_X,	SHADOW_SKEW_Y,	SHADOW_VSCALE,	0,
								0,				0,				SHADOW_HEIGHT,	1};
	float		lheight;
	aliashdr_t	*paliashdr;
	lerpdata_t	lerpdata;

	if (R_CullModelForEntity(e))
		return;

	if (e == &cl.viewent || e->effects & EF_NOSHADOW || e->model->flags & MOD_NOSHADOW)
		return;

	entalpha = ENTALPHA_DECODE(e->alpha);
	if (entalpha == 0) return;

	paliashdr = (aliashdr_t *)Mod_Extradata (e->model);
	R_SetupAliasFrame (paliashdr, e, &lerpdata);
	R_SetupEntityTransform (e, &lerpdata);
	R_LightPoint (e->origin);
	lheight = currententity->origin[2] - lightspot[2];

// set up matrix
	glPushMatrix ();
	glTranslatef (lerpdata.origin[0],  lerpdata.origin[1],  lerpdata.origin[2]);
	glTranslatef (0,0,-lheight);
	glMultMatrixf (shadowmatrix);
	glTranslatef (0,0,lheight);
	glRotatef (lerpdata.angles[1],  0, 0, 1);
	glRotatef (-lerpdata.angles[0],  0, 1, 0);
	glRotatef (lerpdata.angles[2],  1, 0, 0);
	glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
	glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);

// draw it
	glDepthMask(GL_FALSE);
	glEnable (GL_BLEND);
	GL_DisableMultitexture ();
	glDisable (GL_TEXTURE_2D);
	shading = false;
	glColor4f(0,0,0,entalpha * 0.5);
	GL_DrawAliasFrame (paliashdr, lerpdata);
	glEnable (GL_TEXTURE_2D);
	glDisable (GL_BLEND);
	glDepthMask(GL_TRUE);

//clean up
	glPopMatrix ();
}

/*
=================
R_DrawAliasModel_ShowTris -- johnfitz
=================
*/
void R_DrawAliasModel_ShowTris (entity_t *e)
{
	aliashdr_t	*paliashdr;
	lerpdata_t	lerpdata;

	if (R_CullModelForEntity(e))
		return;

	paliashdr = (aliashdr_t *)Mod_Extradata (e->model);
	R_SetupAliasFrame (paliashdr, e, &lerpdata);
	R_SetupEntityTransform (e, &lerpdata);

	glPushMatrix ();
	R_RotateForEntity (lerpdata.origin,lerpdata.angles, e->netstate.scale);
	glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
	glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);

	shading = false;
	glColor3f(1,1,1);
	GL_DrawAliasFrame (paliashdr, lerpdata);

	glPopMatrix ();
}