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fix image loading sRGB conversion
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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 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30 #include "dpsoftrast.h"
31
32 #ifdef SUPPORTD3D
33 #include <d3d9.h>
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
35 #endif
36
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
39
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
44 qboolean r_loadfog;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47
48 //
49 // screen size info
50 //
51 r_refdef_t r_refdef;
52
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
65
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 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"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 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)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
71
72 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"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
82 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)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 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"};
86 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"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 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"};
89 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"};
90 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"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 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)"};
99 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)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
105
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
109
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 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."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 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."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 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"};
123 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"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
133
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
142
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
145
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
149
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
158
159 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)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 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)"};
170 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)"};
171 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)"};
172 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)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177
178 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)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 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"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
185 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
186 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
187
188 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
189 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
190 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
191 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
192
193 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
194 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
195
196 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
197 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
198 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
199 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
200 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
201
202 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
203 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
204 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
205 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
206 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
208 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
209 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
210 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
211 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
212
213 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"};
214
215 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"};
216
217 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
218
219 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
220
221 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
222 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
223
224 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
225
226 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
227
228 extern cvar_t v_glslgamma;
229 extern cvar_t v_glslgamma_2d;
230
231 extern qboolean v_flipped_state;
232
233 r_framebufferstate_t r_fb;
234
235 /// shadow volume bsp struct with automatically growing nodes buffer
236 svbsp_t r_svbsp;
237
238 rtexture_t *r_texture_blanknormalmap;
239 rtexture_t *r_texture_white;
240 rtexture_t *r_texture_grey128;
241 rtexture_t *r_texture_black;
242 rtexture_t *r_texture_notexture;
243 rtexture_t *r_texture_whitecube;
244 rtexture_t *r_texture_normalizationcube;
245 rtexture_t *r_texture_fogattenuation;
246 rtexture_t *r_texture_fogheighttexture;
247 rtexture_t *r_texture_gammaramps;
248 unsigned int r_texture_gammaramps_serial;
249 //rtexture_t *r_texture_fogintensity;
250 rtexture_t *r_texture_reflectcube;
251
252 // TODO: hash lookups?
253 typedef struct cubemapinfo_s
254 {
255         char basename[64];
256         rtexture_t *texture;
257 }
258 cubemapinfo_t;
259
260 int r_texture_numcubemaps;
261 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
262
263 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
264 unsigned int r_numqueries;
265 unsigned int r_maxqueries;
266
267 typedef struct r_qwskincache_s
268 {
269         char name[MAX_QPATH];
270         skinframe_t *skinframe;
271 }
272 r_qwskincache_t;
273
274 static r_qwskincache_t *r_qwskincache;
275 static int r_qwskincache_size;
276
277 /// vertex coordinates for a quad that covers the screen exactly
278 extern const float r_screenvertex3f[12];
279 extern const float r_d3dscreenvertex3f[12];
280 const float r_screenvertex3f[12] =
281 {
282         0, 0, 0,
283         1, 0, 0,
284         1, 1, 0,
285         0, 1, 0
286 };
287 const float r_d3dscreenvertex3f[12] =
288 {
289         0, 1, 0,
290         1, 1, 0,
291         1, 0, 0,
292         0, 0, 0
293 };
294
295 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
296 {
297         int i;
298         for (i = 0;i < verts;i++)
299         {
300                 out[0] = in[0] * r;
301                 out[1] = in[1] * g;
302                 out[2] = in[2] * b;
303                 out[3] = in[3];
304                 in += 4;
305                 out += 4;
306         }
307 }
308
309 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
310 {
311         int i;
312         for (i = 0;i < verts;i++)
313         {
314                 out[0] = r;
315                 out[1] = g;
316                 out[2] = b;
317                 out[3] = a;
318                 out += 4;
319         }
320 }
321
322 // FIXME: move this to client?
323 void FOG_clear(void)
324 {
325         if (gamemode == GAME_NEHAHRA)
326         {
327                 Cvar_Set("gl_fogenable", "0");
328                 Cvar_Set("gl_fogdensity", "0.2");
329                 Cvar_Set("gl_fogred", "0.3");
330                 Cvar_Set("gl_foggreen", "0.3");
331                 Cvar_Set("gl_fogblue", "0.3");
332         }
333         r_refdef.fog_density = 0;
334         r_refdef.fog_red = 0;
335         r_refdef.fog_green = 0;
336         r_refdef.fog_blue = 0;
337         r_refdef.fog_alpha = 1;
338         r_refdef.fog_start = 0;
339         r_refdef.fog_end = 16384;
340         r_refdef.fog_height = 1<<30;
341         r_refdef.fog_fadedepth = 128;
342         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
343 }
344
345 static void R_BuildBlankTextures(void)
346 {
347         unsigned char data[4];
348         data[2] = 128; // normal X
349         data[1] = 128; // normal Y
350         data[0] = 255; // normal Z
351         data[3] = 255; // height
352         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
353         data[0] = 255;
354         data[1] = 255;
355         data[2] = 255;
356         data[3] = 255;
357         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
358         data[0] = 128;
359         data[1] = 128;
360         data[2] = 128;
361         data[3] = 255;
362         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
363         data[0] = 0;
364         data[1] = 0;
365         data[2] = 0;
366         data[3] = 255;
367         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
368 }
369
370 static void R_BuildNoTexture(void)
371 {
372         int x, y;
373         unsigned char pix[16][16][4];
374         // this makes a light grey/dark grey checkerboard texture
375         for (y = 0;y < 16;y++)
376         {
377                 for (x = 0;x < 16;x++)
378                 {
379                         if ((y < 8) ^ (x < 8))
380                         {
381                                 pix[y][x][0] = 128;
382                                 pix[y][x][1] = 128;
383                                 pix[y][x][2] = 128;
384                                 pix[y][x][3] = 255;
385                         }
386                         else
387                         {
388                                 pix[y][x][0] = 64;
389                                 pix[y][x][1] = 64;
390                                 pix[y][x][2] = 64;
391                                 pix[y][x][3] = 255;
392                         }
393                 }
394         }
395         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
396 }
397
398 static void R_BuildWhiteCube(void)
399 {
400         unsigned char data[6*1*1*4];
401         memset(data, 255, sizeof(data));
402         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
403 }
404
405 static void R_BuildNormalizationCube(void)
406 {
407         int x, y, side;
408         vec3_t v;
409         vec_t s, t, intensity;
410 #define NORMSIZE 64
411         unsigned char *data;
412         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
413         for (side = 0;side < 6;side++)
414         {
415                 for (y = 0;y < NORMSIZE;y++)
416                 {
417                         for (x = 0;x < NORMSIZE;x++)
418                         {
419                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
420                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
421                                 switch(side)
422                                 {
423                                 default:
424                                 case 0:
425                                         v[0] = 1;
426                                         v[1] = -t;
427                                         v[2] = -s;
428                                         break;
429                                 case 1:
430                                         v[0] = -1;
431                                         v[1] = -t;
432                                         v[2] = s;
433                                         break;
434                                 case 2:
435                                         v[0] = s;
436                                         v[1] = 1;
437                                         v[2] = t;
438                                         break;
439                                 case 3:
440                                         v[0] = s;
441                                         v[1] = -1;
442                                         v[2] = -t;
443                                         break;
444                                 case 4:
445                                         v[0] = s;
446                                         v[1] = -t;
447                                         v[2] = 1;
448                                         break;
449                                 case 5:
450                                         v[0] = -s;
451                                         v[1] = -t;
452                                         v[2] = -1;
453                                         break;
454                                 }
455                                 intensity = 127.0f / sqrt(DotProduct(v, v));
456                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
457                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
458                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
459                                 data[((side*64+y)*64+x)*4+3] = 255;
460                         }
461                 }
462         }
463         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
464         Mem_Free(data);
465 }
466
467 static void R_BuildFogTexture(void)
468 {
469         int x, b;
470 #define FOGWIDTH 256
471         unsigned char data1[FOGWIDTH][4];
472         //unsigned char data2[FOGWIDTH][4];
473         double d, r, alpha;
474
475         r_refdef.fogmasktable_start = r_refdef.fog_start;
476         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
477         r_refdef.fogmasktable_range = r_refdef.fogrange;
478         r_refdef.fogmasktable_density = r_refdef.fog_density;
479
480         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
481         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
482         {
483                 d = (x * r - r_refdef.fogmasktable_start);
484                 if(developer_extra.integer)
485                         Con_DPrintf("%f ", d);
486                 d = max(0, d);
487                 if (r_fog_exp2.integer)
488                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
489                 else
490                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
491                 if(developer_extra.integer)
492                         Con_DPrintf(" : %f ", alpha);
493                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
494                 if(developer_extra.integer)
495                         Con_DPrintf(" = %f\n", alpha);
496                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
497         }
498
499         for (x = 0;x < FOGWIDTH;x++)
500         {
501                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
502                 data1[x][0] = b;
503                 data1[x][1] = b;
504                 data1[x][2] = b;
505                 data1[x][3] = 255;
506                 //data2[x][0] = 255 - b;
507                 //data2[x][1] = 255 - b;
508                 //data2[x][2] = 255 - b;
509                 //data2[x][3] = 255;
510         }
511         if (r_texture_fogattenuation)
512         {
513                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
514                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
515         }
516         else
517         {
518                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
519                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
520         }
521 }
522
523 static void R_BuildFogHeightTexture(void)
524 {
525         unsigned char *inpixels;
526         int size;
527         int x;
528         int y;
529         int j;
530         float c[4];
531         float f;
532         inpixels = NULL;
533         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
534         if (r_refdef.fogheighttexturename[0])
535                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
536         if (!inpixels)
537         {
538                 r_refdef.fog_height_tablesize = 0;
539                 if (r_texture_fogheighttexture)
540                         R_FreeTexture(r_texture_fogheighttexture);
541                 r_texture_fogheighttexture = NULL;
542                 if (r_refdef.fog_height_table2d)
543                         Mem_Free(r_refdef.fog_height_table2d);
544                 r_refdef.fog_height_table2d = NULL;
545                 if (r_refdef.fog_height_table1d)
546                         Mem_Free(r_refdef.fog_height_table1d);
547                 r_refdef.fog_height_table1d = NULL;
548                 return;
549         }
550         size = image_width;
551         r_refdef.fog_height_tablesize = size;
552         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
553         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
554         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
555         Mem_Free(inpixels);
556         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
557         // average fog color table accounting for every fog layer between a point
558         // and the camera.  (Note: attenuation is handled separately!)
559         for (y = 0;y < size;y++)
560         {
561                 for (x = 0;x < size;x++)
562                 {
563                         Vector4Clear(c);
564                         f = 0;
565                         if (x < y)
566                         {
567                                 for (j = x;j <= y;j++)
568                                 {
569                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
570                                         f++;
571                                 }
572                         }
573                         else
574                         {
575                                 for (j = x;j >= y;j--)
576                                 {
577                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
578                                         f++;
579                                 }
580                         }
581                         f = 1.0f / f;
582                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
583                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
584                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
585                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
586                 }
587         }
588         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
589 }
590
591 //=======================================================================================================================================================
592
593 static const char *builtinshaderstring =
594 #include "shader_glsl.h"
595 ;
596
597 const char *builtinhlslshaderstring =
598 #include "shader_hlsl.h"
599 ;
600
601 char *glslshaderstring = NULL;
602 char *hlslshaderstring = NULL;
603
604 //=======================================================================================================================================================
605
606 typedef struct shaderpermutationinfo_s
607 {
608         const char *pretext;
609         const char *name;
610 }
611 shaderpermutationinfo_t;
612
613 typedef struct shadermodeinfo_s
614 {
615         const char *vertexfilename;
616         const char *geometryfilename;
617         const char *fragmentfilename;
618         const char *pretext;
619         const char *name;
620 }
621 shadermodeinfo_t;
622
623 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
624 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
625 {
626         {"#define USEDIFFUSE\n", " diffuse"},
627         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
628         {"#define USEVIEWTINT\n", " viewtint"},
629         {"#define USECOLORMAPPING\n", " colormapping"},
630         {"#define USESATURATION\n", " saturation"},
631         {"#define USEFOGINSIDE\n", " foginside"},
632         {"#define USEFOGOUTSIDE\n", " fogoutside"},
633         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
634         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
635         {"#define USEGAMMARAMPS\n", " gammaramps"},
636         {"#define USECUBEFILTER\n", " cubefilter"},
637         {"#define USEGLOW\n", " glow"},
638         {"#define USEBLOOM\n", " bloom"},
639         {"#define USESPECULAR\n", " specular"},
640         {"#define USEPOSTPROCESSING\n", " postprocessing"},
641         {"#define USEREFLECTION\n", " reflection"},
642         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
643         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
644         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
645         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
646         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
647         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
648         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
649         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651         {"#define USEALPHAKILL\n", " alphakill"},
652         {"#define USEREFLECTCUBE\n", " reflectcube"},
653         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654         {"#define USEBOUNCEGRID\n", " bouncegrid"},
655         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
656         {"#define USETRIPPY\n", " trippy"},
657 };
658
659 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
660 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
661 {
662         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
663         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
664         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
665         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
666         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
667         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
668         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
669         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
670         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
671         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
672         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
673         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
674         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
675         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
676         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
677         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
678         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
679         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
680 };
681
682 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
683 {
684         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
685         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
686         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
687         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
688         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
689         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
690         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
691         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
692         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
693         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
694         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
695         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
696         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
697         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
698         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
699         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
700         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
701         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
702 };
703
704 struct r_glsl_permutation_s;
705 typedef struct r_glsl_permutation_s
706 {
707         /// hash lookup data
708         struct r_glsl_permutation_s *hashnext;
709         unsigned int mode;
710         unsigned int permutation;
711
712         /// indicates if we have tried compiling this permutation already
713         qboolean compiled;
714         /// 0 if compilation failed
715         int program;
716         // texture units assigned to each detected uniform
717         int tex_Texture_First;
718         int tex_Texture_Second;
719         int tex_Texture_GammaRamps;
720         int tex_Texture_Normal;
721         int tex_Texture_Color;
722         int tex_Texture_Gloss;
723         int tex_Texture_Glow;
724         int tex_Texture_SecondaryNormal;
725         int tex_Texture_SecondaryColor;
726         int tex_Texture_SecondaryGloss;
727         int tex_Texture_SecondaryGlow;
728         int tex_Texture_Pants;
729         int tex_Texture_Shirt;
730         int tex_Texture_FogHeightTexture;
731         int tex_Texture_FogMask;
732         int tex_Texture_Lightmap;
733         int tex_Texture_Deluxemap;
734         int tex_Texture_Attenuation;
735         int tex_Texture_Cube;
736         int tex_Texture_Refraction;
737         int tex_Texture_Reflection;
738         int tex_Texture_ShadowMap2D;
739         int tex_Texture_CubeProjection;
740         int tex_Texture_ScreenDepth;
741         int tex_Texture_ScreenNormalMap;
742         int tex_Texture_ScreenDiffuse;
743         int tex_Texture_ScreenSpecular;
744         int tex_Texture_ReflectMask;
745         int tex_Texture_ReflectCube;
746         int tex_Texture_BounceGrid;
747         /// locations of detected uniforms in program object, or -1 if not found
748         int loc_Texture_First;
749         int loc_Texture_Second;
750         int loc_Texture_GammaRamps;
751         int loc_Texture_Normal;
752         int loc_Texture_Color;
753         int loc_Texture_Gloss;
754         int loc_Texture_Glow;
755         int loc_Texture_SecondaryNormal;
756         int loc_Texture_SecondaryColor;
757         int loc_Texture_SecondaryGloss;
758         int loc_Texture_SecondaryGlow;
759         int loc_Texture_Pants;
760         int loc_Texture_Shirt;
761         int loc_Texture_FogHeightTexture;
762         int loc_Texture_FogMask;
763         int loc_Texture_Lightmap;
764         int loc_Texture_Deluxemap;
765         int loc_Texture_Attenuation;
766         int loc_Texture_Cube;
767         int loc_Texture_Refraction;
768         int loc_Texture_Reflection;
769         int loc_Texture_ShadowMap2D;
770         int loc_Texture_CubeProjection;
771         int loc_Texture_ScreenDepth;
772         int loc_Texture_ScreenNormalMap;
773         int loc_Texture_ScreenDiffuse;
774         int loc_Texture_ScreenSpecular;
775         int loc_Texture_ReflectMask;
776         int loc_Texture_ReflectCube;
777         int loc_Texture_BounceGrid;
778         int loc_Alpha;
779         int loc_BloomBlur_Parameters;
780         int loc_ClientTime;
781         int loc_Color_Ambient;
782         int loc_Color_Diffuse;
783         int loc_Color_Specular;
784         int loc_Color_Glow;
785         int loc_Color_Pants;
786         int loc_Color_Shirt;
787         int loc_DeferredColor_Ambient;
788         int loc_DeferredColor_Diffuse;
789         int loc_DeferredColor_Specular;
790         int loc_DeferredMod_Diffuse;
791         int loc_DeferredMod_Specular;
792         int loc_DistortScaleRefractReflect;
793         int loc_EyePosition;
794         int loc_FogColor;
795         int loc_FogHeightFade;
796         int loc_FogPlane;
797         int loc_FogPlaneViewDist;
798         int loc_FogRangeRecip;
799         int loc_LightColor;
800         int loc_LightDir;
801         int loc_LightPosition;
802         int loc_OffsetMapping_ScaleSteps;
803         int loc_OffsetMapping_LodDistance;
804         int loc_OffsetMapping_Bias;
805         int loc_PixelSize;
806         int loc_ReflectColor;
807         int loc_ReflectFactor;
808         int loc_ReflectOffset;
809         int loc_RefractColor;
810         int loc_Saturation;
811         int loc_ScreenCenterRefractReflect;
812         int loc_ScreenScaleRefractReflect;
813         int loc_ScreenToDepth;
814         int loc_ShadowMap_Parameters;
815         int loc_ShadowMap_TextureScale;
816         int loc_SpecularPower;
817         int loc_UserVec1;
818         int loc_UserVec2;
819         int loc_UserVec3;
820         int loc_UserVec4;
821         int loc_ViewTintColor;
822         int loc_ViewToLight;
823         int loc_ModelToLight;
824         int loc_TexMatrix;
825         int loc_BackgroundTexMatrix;
826         int loc_ModelViewProjectionMatrix;
827         int loc_ModelViewMatrix;
828         int loc_PixelToScreenTexCoord;
829         int loc_ModelToReflectCube;
830         int loc_ShadowMapMatrix;
831         int loc_BloomColorSubtract;
832         int loc_NormalmapScrollBlend;
833         int loc_BounceGridMatrix;
834         int loc_BounceGridIntensity;
835 }
836 r_glsl_permutation_t;
837
838 #define SHADERPERMUTATION_HASHSIZE 256
839
840
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
843 enum
844 {
845         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
851         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
853 };
854 #define SHADERSTATICPARMS_COUNT 8
855
856 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
857 static int shaderstaticparms_count = 0;
858
859 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
860 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
861 qboolean R_CompileShader_CheckStaticParms(void)
862 {
863         static int r_compileshader_staticparms_save[1];
864         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
865         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
866
867         // detect all
868         if (r_glsl_saturation_redcompensate.integer)
869                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
870         if (r_glsl_vertextextureblend_usebothalphas.integer)
871                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
872         if (r_shadow_glossexact.integer)
873                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
874         if (r_glsl_postprocess.integer)
875         {
876                 if (r_glsl_postprocess_uservec1_enable.integer)
877                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
878                 if (r_glsl_postprocess_uservec2_enable.integer)
879                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
880                 if (r_glsl_postprocess_uservec3_enable.integer)
881                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
882                 if (r_glsl_postprocess_uservec4_enable.integer)
883                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
884         }
885         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
886                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
887         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
888 }
889
890 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
891         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
892                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
893         else \
894                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
895 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
896 {
897         shaderstaticparms_count = 0;
898
899         // emit all
900         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
901         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
902         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
903         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
904         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
905         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
906         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
907         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
908 }
909
910 /// information about each possible shader permutation
911 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
912 /// currently selected permutation
913 r_glsl_permutation_t *r_glsl_permutation;
914 /// storage for permutations linked in the hash table
915 memexpandablearray_t r_glsl_permutationarray;
916
917 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
918 {
919         //unsigned int hashdepth = 0;
920         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
921         r_glsl_permutation_t *p;
922         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
923         {
924                 if (p->mode == mode && p->permutation == permutation)
925                 {
926                         //if (hashdepth > 10)
927                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
928                         return p;
929                 }
930                 //hashdepth++;
931         }
932         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
933         p->mode = mode;
934         p->permutation = permutation;
935         p->hashnext = r_glsl_permutationhash[mode][hashindex];
936         r_glsl_permutationhash[mode][hashindex] = p;
937         //if (hashdepth > 10)
938         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
939         return p;
940 }
941
942 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
943 {
944         char *shaderstring;
945         if (!filename || !filename[0])
946                 return NULL;
947         if (!strcmp(filename, "glsl/default.glsl"))
948         {
949                 if (!glslshaderstring)
950                 {
951                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
952                         if (glslshaderstring)
953                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
954                         else
955                                 glslshaderstring = (char *)builtinshaderstring;
956                 }
957                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
958                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
959                 return shaderstring;
960         }
961         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
962         if (shaderstring)
963         {
964                 if (printfromdisknotice)
965                         Con_DPrintf("from disk %s... ", filename);
966                 return shaderstring;
967         }
968         return shaderstring;
969 }
970
971 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
972 {
973         int i;
974         int sampler;
975         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
976         char *vertexstring, *geometrystring, *fragmentstring;
977         char permutationname[256];
978         int vertstrings_count = 0;
979         int geomstrings_count = 0;
980         int fragstrings_count = 0;
981         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
982         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
983         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
984
985         if (p->compiled)
986                 return;
987         p->compiled = true;
988         p->program = 0;
989
990         permutationname[0] = 0;
991         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
992         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
993         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
994
995         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
996
997         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
998         if(vid.support.gl20shaders130)
999         {
1000                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1001                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1002                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1003                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1004                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1005                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1006         }
1007
1008         // the first pretext is which type of shader to compile as
1009         // (later these will all be bound together as a program object)
1010         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1011         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1012         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1013
1014         // the second pretext is the mode (for example a light source)
1015         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1016         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1017         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1018         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1019
1020         // now add all the permutation pretexts
1021         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1022         {
1023                 if (permutation & (1<<i))
1024                 {
1025                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1026                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1027                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1028                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1029                 }
1030                 else
1031                 {
1032                         // keep line numbers correct
1033                         vertstrings_list[vertstrings_count++] = "\n";
1034                         geomstrings_list[geomstrings_count++] = "\n";
1035                         fragstrings_list[fragstrings_count++] = "\n";
1036                 }
1037         }
1038
1039         // add static parms
1040         R_CompileShader_AddStaticParms(mode, permutation);
1041         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1042         vertstrings_count += shaderstaticparms_count;
1043         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1044         geomstrings_count += shaderstaticparms_count;
1045         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1046         fragstrings_count += shaderstaticparms_count;
1047
1048         // now append the shader text itself
1049         vertstrings_list[vertstrings_count++] = vertexstring;
1050         geomstrings_list[geomstrings_count++] = geometrystring;
1051         fragstrings_list[fragstrings_count++] = fragmentstring;
1052
1053         // if any sources were NULL, clear the respective list
1054         if (!vertexstring)
1055                 vertstrings_count = 0;
1056         if (!geometrystring)
1057                 geomstrings_count = 0;
1058         if (!fragmentstring)
1059                 fragstrings_count = 0;
1060
1061         // compile the shader program
1062         if (vertstrings_count + geomstrings_count + fragstrings_count)
1063                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1064         if (p->program)
1065         {
1066                 CHECKGLERROR
1067                 qglUseProgram(p->program);CHECKGLERROR
1068                 // look up all the uniform variable names we care about, so we don't
1069                 // have to look them up every time we set them
1070
1071                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1072                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1073                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1074                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1075                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1076                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1077                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1078                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1079                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1080                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1081                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1082                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1083                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1084                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1085                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1086                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1087                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1088                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1089                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1090                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1091                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1092                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1093                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1094                 p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1095                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1096                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1097                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1098                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1099                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1100                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1101                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1102                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1103                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1104                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1105                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1106                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1107                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1108                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1109                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1110                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1111                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1112                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1113                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1114                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1115                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1116                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1117                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1118                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1119                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1120                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1121                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1122                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1123                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1124                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1125                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1126                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1127                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1128                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1129                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1130                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1131                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1132                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1133                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1134                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1135                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1136                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1137                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1138                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1139                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1140                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1141                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1142                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1143                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1144                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1145                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1146                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1147                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1148                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1149                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1150                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1151                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1152                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1153                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1154                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1155                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1156                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1157                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1158                 // initialize the samplers to refer to the texture units we use
1159                 p->tex_Texture_First = -1;
1160                 p->tex_Texture_Second = -1;
1161                 p->tex_Texture_GammaRamps = -1;
1162                 p->tex_Texture_Normal = -1;
1163                 p->tex_Texture_Color = -1;
1164                 p->tex_Texture_Gloss = -1;
1165                 p->tex_Texture_Glow = -1;
1166                 p->tex_Texture_SecondaryNormal = -1;
1167                 p->tex_Texture_SecondaryColor = -1;
1168                 p->tex_Texture_SecondaryGloss = -1;
1169                 p->tex_Texture_SecondaryGlow = -1;
1170                 p->tex_Texture_Pants = -1;
1171                 p->tex_Texture_Shirt = -1;
1172                 p->tex_Texture_FogHeightTexture = -1;
1173                 p->tex_Texture_FogMask = -1;
1174                 p->tex_Texture_Lightmap = -1;
1175                 p->tex_Texture_Deluxemap = -1;
1176                 p->tex_Texture_Attenuation = -1;
1177                 p->tex_Texture_Cube = -1;
1178                 p->tex_Texture_Refraction = -1;
1179                 p->tex_Texture_Reflection = -1;
1180                 p->tex_Texture_ShadowMap2D = -1;
1181                 p->tex_Texture_CubeProjection = -1;
1182                 p->tex_Texture_ScreenDepth = -1;
1183                 p->tex_Texture_ScreenNormalMap = -1;
1184                 p->tex_Texture_ScreenDiffuse = -1;
1185                 p->tex_Texture_ScreenSpecular = -1;
1186                 p->tex_Texture_ReflectMask = -1;
1187                 p->tex_Texture_ReflectCube = -1;
1188                 p->tex_Texture_BounceGrid = -1;
1189                 sampler = 0;
1190                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1191                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1192                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1193                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1194                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1195                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1196                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1197                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1198                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1199                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1200                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1201                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1202                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1203                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1204                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1205                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1206                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1207                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1208                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1209                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1210                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1211                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1212                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1213                 if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
1214                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1215                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1216                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1217                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1218                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1219                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1220                 CHECKGLERROR
1221                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1222         }
1223         else
1224                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1225
1226         // free the strings
1227         if (vertexstring)
1228                 Mem_Free(vertexstring);
1229         if (geometrystring)
1230                 Mem_Free(geometrystring);
1231         if (fragmentstring)
1232                 Mem_Free(fragmentstring);
1233 }
1234
1235 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1236 {
1237         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1238         if (r_glsl_permutation != perm)
1239         {
1240                 r_glsl_permutation = perm;
1241                 if (!r_glsl_permutation->program)
1242                 {
1243                         if (!r_glsl_permutation->compiled)
1244                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1245                         if (!r_glsl_permutation->program)
1246                         {
1247                                 // remove features until we find a valid permutation
1248                                 int i;
1249                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1250                                 {
1251                                         // reduce i more quickly whenever it would not remove any bits
1252                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1253                                         if (!(permutation & j))
1254                                                 continue;
1255                                         permutation -= j;
1256                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1257                                         if (!r_glsl_permutation->compiled)
1258                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1259                                         if (r_glsl_permutation->program)
1260                                                 break;
1261                                 }
1262                                 if (i >= SHADERPERMUTATION_COUNT)
1263                                 {
1264                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1265                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1266                                         qglUseProgram(0);CHECKGLERROR
1267                                         return; // no bit left to clear, entire mode is broken
1268                                 }
1269                         }
1270                 }
1271                 CHECKGLERROR
1272                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1273         }
1274         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1275         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1276         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1277 }
1278
1279 #ifdef SUPPORTD3D
1280
1281 #ifdef SUPPORTD3D
1282 #include <d3d9.h>
1283 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1284 extern D3DCAPS9 vid_d3d9caps;
1285 #endif
1286
1287 struct r_hlsl_permutation_s;
1288 typedef struct r_hlsl_permutation_s
1289 {
1290         /// hash lookup data
1291         struct r_hlsl_permutation_s *hashnext;
1292         unsigned int mode;
1293         unsigned int permutation;
1294
1295         /// indicates if we have tried compiling this permutation already
1296         qboolean compiled;
1297         /// NULL if compilation failed
1298         IDirect3DVertexShader9 *vertexshader;
1299         IDirect3DPixelShader9 *pixelshader;
1300 }
1301 r_hlsl_permutation_t;
1302
1303 typedef enum D3DVSREGISTER_e
1304 {
1305         D3DVSREGISTER_TexMatrix = 0, // float4x4
1306         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1307         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1308         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1309         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1310         D3DVSREGISTER_ModelToLight = 20, // float4x4
1311         D3DVSREGISTER_EyePosition = 24,
1312         D3DVSREGISTER_FogPlane = 25,
1313         D3DVSREGISTER_LightDir = 26,
1314         D3DVSREGISTER_LightPosition = 27,
1315 }
1316 D3DVSREGISTER_t;
1317
1318 typedef enum D3DPSREGISTER_e
1319 {
1320         D3DPSREGISTER_Alpha = 0,
1321         D3DPSREGISTER_BloomBlur_Parameters = 1,
1322         D3DPSREGISTER_ClientTime = 2,
1323         D3DPSREGISTER_Color_Ambient = 3,
1324         D3DPSREGISTER_Color_Diffuse = 4,
1325         D3DPSREGISTER_Color_Specular = 5,
1326         D3DPSREGISTER_Color_Glow = 6,
1327         D3DPSREGISTER_Color_Pants = 7,
1328         D3DPSREGISTER_Color_Shirt = 8,
1329         D3DPSREGISTER_DeferredColor_Ambient = 9,
1330         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1331         D3DPSREGISTER_DeferredColor_Specular = 11,
1332         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1333         D3DPSREGISTER_DeferredMod_Specular = 13,
1334         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1335         D3DPSREGISTER_EyePosition = 15, // unused
1336         D3DPSREGISTER_FogColor = 16,
1337         D3DPSREGISTER_FogHeightFade = 17,
1338         D3DPSREGISTER_FogPlane = 18,
1339         D3DPSREGISTER_FogPlaneViewDist = 19,
1340         D3DPSREGISTER_FogRangeRecip = 20,
1341         D3DPSREGISTER_LightColor = 21,
1342         D3DPSREGISTER_LightDir = 22, // unused
1343         D3DPSREGISTER_LightPosition = 23,
1344         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1345         D3DPSREGISTER_PixelSize = 25,
1346         D3DPSREGISTER_ReflectColor = 26,
1347         D3DPSREGISTER_ReflectFactor = 27,
1348         D3DPSREGISTER_ReflectOffset = 28,
1349         D3DPSREGISTER_RefractColor = 29,
1350         D3DPSREGISTER_Saturation = 30,
1351         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1352         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1353         D3DPSREGISTER_ScreenToDepth = 33,
1354         D3DPSREGISTER_ShadowMap_Parameters = 34,
1355         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1356         D3DPSREGISTER_SpecularPower = 36,
1357         D3DPSREGISTER_UserVec1 = 37,
1358         D3DPSREGISTER_UserVec2 = 38,
1359         D3DPSREGISTER_UserVec3 = 39,
1360         D3DPSREGISTER_UserVec4 = 40,
1361         D3DPSREGISTER_ViewTintColor = 41,
1362         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1363         D3DPSREGISTER_BloomColorSubtract = 43,
1364         D3DPSREGISTER_ViewToLight = 44, // float4x4
1365         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1366         D3DPSREGISTER_NormalmapScrollBlend = 52,
1367         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1368         D3DPSREGISTER_OffsetMapping_Bias = 54,
1369         // next at 54
1370 }
1371 D3DPSREGISTER_t;
1372
1373 /// information about each possible shader permutation
1374 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1375 /// currently selected permutation
1376 r_hlsl_permutation_t *r_hlsl_permutation;
1377 /// storage for permutations linked in the hash table
1378 memexpandablearray_t r_hlsl_permutationarray;
1379
1380 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1381 {
1382         //unsigned int hashdepth = 0;
1383         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1384         r_hlsl_permutation_t *p;
1385         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1386         {
1387                 if (p->mode == mode && p->permutation == permutation)
1388                 {
1389                         //if (hashdepth > 10)
1390                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1391                         return p;
1392                 }
1393                 //hashdepth++;
1394         }
1395         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1396         p->mode = mode;
1397         p->permutation = permutation;
1398         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1399         r_hlsl_permutationhash[mode][hashindex] = p;
1400         //if (hashdepth > 10)
1401         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1402         return p;
1403 }
1404
1405 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1406 {
1407         char *shaderstring;
1408         if (!filename || !filename[0])
1409                 return NULL;
1410         if (!strcmp(filename, "hlsl/default.hlsl"))
1411         {
1412                 if (!hlslshaderstring)
1413                 {
1414                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1415                         if (hlslshaderstring)
1416                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1417                         else
1418                                 hlslshaderstring = (char *)builtinhlslshaderstring;
1419                 }
1420                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1421                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1422                 return shaderstring;
1423         }
1424         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1425         if (shaderstring)
1426         {
1427                 if (printfromdisknotice)
1428                         Con_DPrintf("from disk %s... ", filename);
1429                 return shaderstring;
1430         }
1431         return shaderstring;
1432 }
1433
1434 #include <d3dx9.h>
1435 //#include <d3dx9shader.h>
1436 //#include <d3dx9mesh.h>
1437
1438 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1439 {
1440         DWORD *vsbin = NULL;
1441         DWORD *psbin = NULL;
1442         fs_offset_t vsbinsize;
1443         fs_offset_t psbinsize;
1444 //      IDirect3DVertexShader9 *vs = NULL;
1445 //      IDirect3DPixelShader9 *ps = NULL;
1446         ID3DXBuffer *vslog = NULL;
1447         ID3DXBuffer *vsbuffer = NULL;
1448         ID3DXConstantTable *vsconstanttable = NULL;
1449         ID3DXBuffer *pslog = NULL;
1450         ID3DXBuffer *psbuffer = NULL;
1451         ID3DXConstantTable *psconstanttable = NULL;
1452         int vsresult = 0;
1453         int psresult = 0;
1454         char temp[MAX_INPUTLINE];
1455         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1456         qboolean debugshader = gl_paranoid.integer != 0;
1457         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1458         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1459         if (!debugshader)
1460         {
1461                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1462                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1463         }
1464         if ((!vsbin && vertstring) || (!psbin && fragstring))
1465         {
1466                 const char* dllnames_d3dx9 [] =
1467                 {
1468                         "d3dx9_43.dll",
1469                         "d3dx9_42.dll",
1470                         "d3dx9_41.dll",
1471                         "d3dx9_40.dll",
1472                         "d3dx9_39.dll",
1473                         "d3dx9_38.dll",
1474                         "d3dx9_37.dll",
1475                         "d3dx9_36.dll",
1476                         "d3dx9_35.dll",
1477                         "d3dx9_34.dll",
1478                         "d3dx9_33.dll",
1479                         "d3dx9_32.dll",
1480                         "d3dx9_31.dll",
1481                         "d3dx9_30.dll",
1482                         "d3dx9_29.dll",
1483                         "d3dx9_28.dll",
1484                         "d3dx9_27.dll",
1485                         "d3dx9_26.dll",
1486                         "d3dx9_25.dll",
1487                         "d3dx9_24.dll",
1488                         NULL
1489                 };
1490                 dllhandle_t d3dx9_dll = NULL;
1491                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1492                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1493                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1494                 dllfunction_t d3dx9_dllfuncs[] =
1495                 {
1496                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1497                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1498                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1499                         {NULL, NULL}
1500                 };
1501                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1502                 {
1503                         DWORD shaderflags = 0;
1504                         if (debugshader)
1505                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1506                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1507                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1508                         if (vertstring && vertstring[0])
1509                         {
1510                                 if (debugshader)
1511                                 {
1512 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1513 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1514                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1515                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1516                                 }
1517                                 else
1518                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1519                                 if (vsbuffer)
1520                                 {
1521                                         vsbinsize = vsbuffer->GetBufferSize();
1522                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1523                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1524                                         vsbuffer->Release();
1525                                 }
1526                                 if (vslog)
1527                                 {
1528                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1529                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1530                                         vslog->Release();
1531                                 }
1532                         }
1533                         if (fragstring && fragstring[0])
1534                         {
1535                                 if (debugshader)
1536                                 {
1537 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1538 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1539                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1540                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1541                                 }
1542                                 else
1543                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1544                                 if (psbuffer)
1545                                 {
1546                                         psbinsize = psbuffer->GetBufferSize();
1547                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1548                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1549                                         psbuffer->Release();
1550                                 }
1551                                 if (pslog)
1552                                 {
1553                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1554                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1555                                         pslog->Release();
1556                                 }
1557                         }
1558                         Sys_UnloadLibrary(&d3dx9_dll);
1559                 }
1560                 else
1561                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1562         }
1563         if (vsbin && psbin)
1564         {
1565                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1566                 if (FAILED(vsresult))
1567                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1568                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1569                 if (FAILED(psresult))
1570                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1571         }
1572         // free the shader data
1573         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1574         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1575 }
1576
1577 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1578 {
1579         int i;
1580         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1581         int vertstring_length = 0;
1582         int geomstring_length = 0;
1583         int fragstring_length = 0;
1584         char *t;
1585         char *vertexstring, *geometrystring, *fragmentstring;
1586         char *vertstring, *geomstring, *fragstring;
1587         char permutationname[256];
1588         char cachename[256];
1589         int vertstrings_count = 0;
1590         int geomstrings_count = 0;
1591         int fragstrings_count = 0;
1592         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1593         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1594         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1595
1596         if (p->compiled)
1597                 return;
1598         p->compiled = true;
1599         p->vertexshader = NULL;
1600         p->pixelshader = NULL;
1601
1602         permutationname[0] = 0;
1603         cachename[0] = 0;
1604         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
1605         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1606         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1607
1608         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1609         strlcat(cachename, "hlsl/", sizeof(cachename));
1610
1611         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1612         vertstrings_count = 0;
1613         geomstrings_count = 0;
1614         fragstrings_count = 0;
1615         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1616         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1617         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1618
1619         // the first pretext is which type of shader to compile as
1620         // (later these will all be bound together as a program object)
1621         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1622         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1623         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1624
1625         // the second pretext is the mode (for example a light source)
1626         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1627         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1628         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1629         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1630         strlcat(cachename, modeinfo->name, sizeof(cachename));
1631
1632         // now add all the permutation pretexts
1633         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1634         {
1635                 if (permutation & (1<<i))
1636                 {
1637                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1638                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1639                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1640                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1641                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1642                 }
1643                 else
1644                 {
1645                         // keep line numbers correct
1646                         vertstrings_list[vertstrings_count++] = "\n";
1647                         geomstrings_list[geomstrings_count++] = "\n";
1648                         fragstrings_list[fragstrings_count++] = "\n";
1649                 }
1650         }
1651
1652         // add static parms
1653         R_CompileShader_AddStaticParms(mode, permutation);
1654         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1655         vertstrings_count += shaderstaticparms_count;
1656         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1657         geomstrings_count += shaderstaticparms_count;
1658         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1659         fragstrings_count += shaderstaticparms_count;
1660
1661         // replace spaces in the cachename with _ characters
1662         for (i = 0;cachename[i];i++)
1663                 if (cachename[i] == ' ')
1664                         cachename[i] = '_';
1665
1666         // now append the shader text itself
1667         vertstrings_list[vertstrings_count++] = vertexstring;
1668         geomstrings_list[geomstrings_count++] = geometrystring;
1669         fragstrings_list[fragstrings_count++] = fragmentstring;
1670
1671         // if any sources were NULL, clear the respective list
1672         if (!vertexstring)
1673                 vertstrings_count = 0;
1674         if (!geometrystring)
1675                 geomstrings_count = 0;
1676         if (!fragmentstring)
1677                 fragstrings_count = 0;
1678
1679         vertstring_length = 0;
1680         for (i = 0;i < vertstrings_count;i++)
1681                 vertstring_length += strlen(vertstrings_list[i]);
1682         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1683         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1684                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1685
1686         geomstring_length = 0;
1687         for (i = 0;i < geomstrings_count;i++)
1688                 geomstring_length += strlen(geomstrings_list[i]);
1689         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1690         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1691                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1692
1693         fragstring_length = 0;
1694         for (i = 0;i < fragstrings_count;i++)
1695                 fragstring_length += strlen(fragstrings_list[i]);
1696         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1697         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1698                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1699
1700         // try to load the cached shader, or generate one
1701         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1702
1703         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1704                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1705         else
1706                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1707
1708         // free the strings
1709         if (vertstring)
1710                 Mem_Free(vertstring);
1711         if (geomstring)
1712                 Mem_Free(geomstring);
1713         if (fragstring)
1714                 Mem_Free(fragstring);
1715         if (vertexstring)
1716                 Mem_Free(vertexstring);
1717         if (geometrystring)
1718                 Mem_Free(geometrystring);
1719         if (fragmentstring)
1720                 Mem_Free(fragmentstring);
1721 }
1722
1723 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1724 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1725 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1726 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1727 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1728 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1729
1730 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1731 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1732 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1733 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1734 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1735 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1736
1737 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1738 {
1739         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1740         if (r_hlsl_permutation != perm)
1741         {
1742                 r_hlsl_permutation = perm;
1743                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1744                 {
1745                         if (!r_hlsl_permutation->compiled)
1746                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1747                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1748                         {
1749                                 // remove features until we find a valid permutation
1750                                 int i;
1751                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1752                                 {
1753                                         // reduce i more quickly whenever it would not remove any bits
1754                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1755                                         if (!(permutation & j))
1756                                                 continue;
1757                                         permutation -= j;
1758                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1759                                         if (!r_hlsl_permutation->compiled)
1760                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1761                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1762                                                 break;
1763                                 }
1764                                 if (i >= SHADERPERMUTATION_COUNT)
1765                                 {
1766                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1767                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1768                                         return; // no bit left to clear, entire mode is broken
1769                                 }
1770                         }
1771                 }
1772                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1773                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1774         }
1775         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1776         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1777         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1778 }
1779 #endif
1780
1781 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1782 {
1783         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1784         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1785         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1786         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1787 }
1788
1789 void R_GLSL_Restart_f(void)
1790 {
1791         unsigned int i, limit;
1792         if (glslshaderstring && glslshaderstring != builtinshaderstring)
1793                 Mem_Free(glslshaderstring);
1794         glslshaderstring = NULL;
1795         if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1796                 Mem_Free(hlslshaderstring);
1797         hlslshaderstring = NULL;
1798         switch(vid.renderpath)
1799         {
1800         case RENDERPATH_D3D9:
1801 #ifdef SUPPORTD3D
1802                 {
1803                         r_hlsl_permutation_t *p;
1804                         r_hlsl_permutation = NULL;
1805                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1806                         for (i = 0;i < limit;i++)
1807                         {
1808                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1809                                 {
1810                                         if (p->vertexshader)
1811                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1812                                         if (p->pixelshader)
1813                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1814                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1815                                 }
1816                         }
1817                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1818                 }
1819 #endif
1820                 break;
1821         case RENDERPATH_D3D10:
1822                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1823                 break;
1824         case RENDERPATH_D3D11:
1825                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1826                 break;
1827         case RENDERPATH_GL20:
1828         case RENDERPATH_GLES2:
1829                 {
1830                         r_glsl_permutation_t *p;
1831                         r_glsl_permutation = NULL;
1832                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1833                         for (i = 0;i < limit;i++)
1834                         {
1835                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1836                                 {
1837                                         GL_Backend_FreeProgram(p->program);
1838                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1839                                 }
1840                         }
1841                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1842                 }
1843                 break;
1844         case RENDERPATH_GL11:
1845         case RENDERPATH_GL13:
1846         case RENDERPATH_GLES1:
1847                 break;
1848         case RENDERPATH_SOFT:
1849                 break;
1850         }
1851 }
1852
1853 void R_GLSL_DumpShader_f(void)
1854 {
1855         int i;
1856         qfile_t *file;
1857
1858         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1859         if (file)
1860         {
1861                 FS_Print(file, "/* The engine may define the following macros:\n");
1862                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1863                 for (i = 0;i < SHADERMODE_COUNT;i++)
1864                         FS_Print(file, glslshadermodeinfo[i].pretext);
1865                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1866                         FS_Print(file, shaderpermutationinfo[i].pretext);
1867                 FS_Print(file, "*/\n");
1868                 FS_Print(file, builtinshaderstring);
1869                 FS_Close(file);
1870                 Con_Printf("glsl/default.glsl written\n");
1871         }
1872         else
1873                 Con_Printf("failed to write to glsl/default.glsl\n");
1874
1875         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1876         if (file)
1877         {
1878                 FS_Print(file, "/* The engine may define the following macros:\n");
1879                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1880                 for (i = 0;i < SHADERMODE_COUNT;i++)
1881                         FS_Print(file, hlslshadermodeinfo[i].pretext);
1882                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1883                         FS_Print(file, shaderpermutationinfo[i].pretext);
1884                 FS_Print(file, "*/\n");
1885                 FS_Print(file, builtinhlslshaderstring);
1886                 FS_Close(file);
1887                 Con_Printf("hlsl/default.hlsl written\n");
1888         }
1889         else
1890                 Con_Printf("failed to write to hlsl/default.hlsl\n");
1891 }
1892
1893 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1894 {
1895         unsigned int permutation = 0;
1896         if (r_trippy.integer && !notrippy)
1897                 permutation |= SHADERPERMUTATION_TRIPPY;
1898         permutation |= SHADERPERMUTATION_VIEWTINT;
1899         if (first)
1900                 permutation |= SHADERPERMUTATION_DIFFUSE;
1901         if (second)
1902                 permutation |= SHADERPERMUTATION_SPECULAR;
1903         if (texturemode == GL_MODULATE)
1904                 permutation |= SHADERPERMUTATION_COLORMAPPING;
1905         else if (texturemode == GL_ADD)
1906                 permutation |= SHADERPERMUTATION_GLOW;
1907         else if (texturemode == GL_DECAL)
1908                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1909         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1910                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1911         if (suppresstexalpha)
1912                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1913         if (!second)
1914                 texturemode = GL_MODULATE;
1915         if (vid.allowalphatocoverage)
1916                 GL_AlphaToCoverage(false);
1917         switch (vid.renderpath)
1918         {
1919         case RENDERPATH_D3D9:
1920 #ifdef SUPPORTD3D
1921                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1922                 R_Mesh_TexBind(GL20TU_FIRST , first );
1923                 R_Mesh_TexBind(GL20TU_SECOND, second);
1924                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1925                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1926 #endif
1927                 break;
1928         case RENDERPATH_D3D10:
1929                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1930                 break;
1931         case RENDERPATH_D3D11:
1932                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1933                 break;
1934         case RENDERPATH_GL20:
1935         case RENDERPATH_GLES2:
1936                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1937                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1938                 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1939                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1940                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1941                 break;
1942         case RENDERPATH_GL13:
1943         case RENDERPATH_GLES1:
1944                 R_Mesh_TexBind(0, first );
1945                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1946                 R_Mesh_TexBind(1, second);
1947                 if (second)
1948                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1949                 break;
1950         case RENDERPATH_GL11:
1951                 R_Mesh_TexBind(0, first );
1952                 break;
1953         case RENDERPATH_SOFT:
1954                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1955                 R_Mesh_TexBind(GL20TU_FIRST , first );
1956                 R_Mesh_TexBind(GL20TU_SECOND, second);
1957                 break;
1958         }
1959 }
1960
1961 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1962 {
1963         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1964 }
1965
1966 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1967 {
1968         unsigned int permutation = 0;
1969         if (r_trippy.integer && !notrippy)
1970                 permutation |= SHADERPERMUTATION_TRIPPY;
1971         if (vid.allowalphatocoverage)
1972                 GL_AlphaToCoverage(false);
1973         switch (vid.renderpath)
1974         {
1975         case RENDERPATH_D3D9:
1976 #ifdef SUPPORTD3D
1977                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1978 #endif
1979                 break;
1980         case RENDERPATH_D3D10:
1981                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1982                 break;
1983         case RENDERPATH_D3D11:
1984                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1985                 break;
1986         case RENDERPATH_GL20:
1987         case RENDERPATH_GLES2:
1988                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1989                 break;
1990         case RENDERPATH_GL13:
1991         case RENDERPATH_GLES1:
1992                 R_Mesh_TexBind(0, 0);
1993                 R_Mesh_TexBind(1, 0);
1994                 break;
1995         case RENDERPATH_GL11:
1996                 R_Mesh_TexBind(0, 0);
1997                 break;
1998         case RENDERPATH_SOFT:
1999                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2000                 break;
2001         }
2002 }
2003
2004 void R_SetupShader_ShowDepth(qboolean notrippy)
2005 {
2006         int permutation = 0;
2007         if (r_trippy.integer && !notrippy)
2008                 permutation |= SHADERPERMUTATION_TRIPPY;
2009         if (vid.allowalphatocoverage)
2010                 GL_AlphaToCoverage(false);
2011         switch (vid.renderpath)
2012         {
2013         case RENDERPATH_D3D9:
2014 #ifdef SUPPORTHLSL
2015                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2016 #endif
2017                 break;
2018         case RENDERPATH_D3D10:
2019                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2020                 break;
2021         case RENDERPATH_D3D11:
2022                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2023                 break;
2024         case RENDERPATH_GL20:
2025         case RENDERPATH_GLES2:
2026                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2027                 break;
2028         case RENDERPATH_GL13:
2029         case RENDERPATH_GLES1:
2030                 break;
2031         case RENDERPATH_GL11:
2032                 break;
2033         case RENDERPATH_SOFT:
2034                 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2035                 break;
2036         }
2037 }
2038
2039 extern qboolean r_shadow_usingdeferredprepass;
2040 extern cvar_t r_shadow_deferred_8bitrange;
2041 extern rtexture_t *r_shadow_attenuationgradienttexture;
2042 extern rtexture_t *r_shadow_attenuation2dtexture;
2043 extern rtexture_t *r_shadow_attenuation3dtexture;
2044 extern qboolean r_shadow_usingshadowmap2d;
2045 extern qboolean r_shadow_usingshadowmaportho;
2046 extern float r_shadow_shadowmap_texturescale[2];
2047 extern float r_shadow_shadowmap_parameters[4];
2048 extern qboolean r_shadow_shadowmapvsdct;
2049 extern qboolean r_shadow_shadowmapsampler;
2050 extern int r_shadow_shadowmappcf;
2051 extern rtexture_t *r_shadow_shadowmap2dtexture;
2052 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2053 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2054 extern matrix4x4_t r_shadow_shadowmapmatrix;
2055 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2056 extern int r_shadow_prepass_width;
2057 extern int r_shadow_prepass_height;
2058 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2059 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2060 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2061 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2062 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2063
2064 #define BLENDFUNC_ALLOWS_COLORMOD      1
2065 #define BLENDFUNC_ALLOWS_FOG           2
2066 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2067 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2068 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2069 static int R_BlendFuncFlags(int src, int dst)
2070 {
2071         int r = 0;
2072
2073         // a blendfunc allows colormod if:
2074         // a) it can never keep the destination pixel invariant, or
2075         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2076         // this is to prevent unintended side effects from colormod
2077
2078         // a blendfunc allows fog if:
2079         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2080         // this is to prevent unintended side effects from fog
2081
2082         // these checks are the output of fogeval.pl
2083
2084         r |= BLENDFUNC_ALLOWS_COLORMOD;
2085         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2086         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2087         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2088         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2089         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2090         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2091         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2092         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2093         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2094         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2095         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2096         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2097         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2098         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2100         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2102         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2103         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2104         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2105         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2106
2107         return r;
2108 }
2109
2110 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2111 {
2112         // select a permutation of the lighting shader appropriate to this
2113         // combination of texture, entity, light source, and fogging, only use the
2114         // minimum features necessary to avoid wasting rendering time in the
2115         // fragment shader on features that are not being used
2116         unsigned int permutation = 0;
2117         unsigned int mode = 0;
2118         int blendfuncflags;
2119         static float dummy_colormod[3] = {1, 1, 1};
2120         float *colormod = rsurface.colormod;
2121         float m16f[16];
2122         matrix4x4_t tempmatrix;
2123         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2124         if (r_trippy.integer && !notrippy)
2125                 permutation |= SHADERPERMUTATION_TRIPPY;
2126         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2127                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2128         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2129                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2130         if (rsurfacepass == RSURFPASS_BACKGROUND)
2131         {
2132                 // distorted background
2133                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2134                 {
2135                         mode = SHADERMODE_WATER;
2136                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2137                         {
2138                                 // this is the right thing to do for wateralpha
2139                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2140                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2141                         }
2142                         else
2143                         {
2144                                 // this is the right thing to do for entity alpha
2145                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2146                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2147                         }
2148                 }
2149                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2150                 {
2151                         mode = SHADERMODE_REFRACTION;
2152                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2153                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2154                 }
2155                 else
2156                 {
2157                         mode = SHADERMODE_GENERIC;
2158                         permutation |= SHADERPERMUTATION_DIFFUSE;
2159                         GL_BlendFunc(GL_ONE, GL_ZERO);
2160                         blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2161                 }
2162                 if (vid.allowalphatocoverage)
2163                         GL_AlphaToCoverage(false);
2164         }
2165         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2166         {
2167                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2168                 {
2169                         switch(rsurface.texture->offsetmapping)
2170                         {
2171                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2172                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2173                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2174                         case OFFSETMAPPING_OFF: break;
2175                         }
2176                 }
2177                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2178                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2179                 // normalmap (deferred prepass), may use alpha test on diffuse
2180                 mode = SHADERMODE_DEFERREDGEOMETRY;
2181                 GL_BlendFunc(GL_ONE, GL_ZERO);
2182                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2183                 if (vid.allowalphatocoverage)
2184                         GL_AlphaToCoverage(false);
2185         }
2186         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2187         {
2188                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2189                 {
2190                         switch(rsurface.texture->offsetmapping)
2191                         {
2192                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2193                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2195                         case OFFSETMAPPING_OFF: break;
2196                         }
2197                 }
2198                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2199                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2200                 // light source
2201                 mode = SHADERMODE_LIGHTSOURCE;
2202                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2203                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2204                 if (diffusescale > 0)
2205                         permutation |= SHADERPERMUTATION_DIFFUSE;
2206                 if (specularscale > 0)
2207                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2208                 if (r_refdef.fogenabled)
2209                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2210                 if (rsurface.texture->colormapping)
2211                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2212                 if (r_shadow_usingshadowmap2d)
2213                 {
2214                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2215                         if(r_shadow_shadowmapvsdct)
2216                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2217
2218                         if (r_shadow_shadowmapsampler)
2219                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2220                         if (r_shadow_shadowmappcf > 1)
2221                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2222                         else if (r_shadow_shadowmappcf)
2223                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2224                 }
2225                 if (rsurface.texture->reflectmasktexture)
2226                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2227                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2228                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2229                 if (vid.allowalphatocoverage)
2230                         GL_AlphaToCoverage(false);
2231         }
2232         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2233         {
2234                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2235                 {
2236                         switch(rsurface.texture->offsetmapping)
2237                         {
2238                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2239                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2240                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2241                         case OFFSETMAPPING_OFF: break;
2242                         }
2243                 }
2244                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2245                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2246                 // unshaded geometry (fullbright or ambient model lighting)
2247                 mode = SHADERMODE_FLATCOLOR;
2248                 ambientscale = diffusescale = specularscale = 0;
2249                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2250                         permutation |= SHADERPERMUTATION_GLOW;
2251                 if (r_refdef.fogenabled)
2252                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2253                 if (rsurface.texture->colormapping)
2254                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2255                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2256                 {
2257                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2258                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2259
2260                         if (r_shadow_shadowmapsampler)
2261                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2262                         if (r_shadow_shadowmappcf > 1)
2263                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2264                         else if (r_shadow_shadowmappcf)
2265                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2266                 }
2267                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2268                         permutation |= SHADERPERMUTATION_REFLECTION;
2269                 if (rsurface.texture->reflectmasktexture)
2270                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2271                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2272                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2273                 // when using alphatocoverage, we don't need alphakill
2274                 if (vid.allowalphatocoverage)
2275                 {
2276                         if (r_transparent_alphatocoverage.integer)
2277                         {
2278                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2279                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2280                         }
2281                         else
2282                                 GL_AlphaToCoverage(false);
2283                 }
2284         }
2285         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2286         {
2287                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2288                 {
2289                         switch(rsurface.texture->offsetmapping)
2290                         {
2291                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2292                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2293                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2294                         case OFFSETMAPPING_OFF: break;
2295                         }
2296                 }
2297                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2298                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2299                 // directional model lighting
2300                 mode = SHADERMODE_LIGHTDIRECTION;
2301                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2302                         permutation |= SHADERPERMUTATION_GLOW;
2303                 permutation |= SHADERPERMUTATION_DIFFUSE;
2304                 if (specularscale > 0)
2305                         permutation |= SHADERPERMUTATION_SPECULAR;
2306                 if (r_refdef.fogenabled)
2307                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2308                 if (rsurface.texture->colormapping)
2309                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2310                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2311                 {
2312                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2313                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2314
2315                         if (r_shadow_shadowmapsampler)
2316                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2317                         if (r_shadow_shadowmappcf > 1)
2318                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2319                         else if (r_shadow_shadowmappcf)
2320                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2321                 }
2322                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2323                         permutation |= SHADERPERMUTATION_REFLECTION;
2324                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2325                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2326                 if (rsurface.texture->reflectmasktexture)
2327                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2328                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2329                 {
2330                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2331                         if (r_shadow_bouncegriddirectional)
2332                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2333                 }
2334                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2335                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2336                 // when using alphatocoverage, we don't need alphakill
2337                 if (vid.allowalphatocoverage)
2338                 {
2339                         if (r_transparent_alphatocoverage.integer)
2340                         {
2341                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2342                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2343                         }
2344                         else
2345                                 GL_AlphaToCoverage(false);
2346                 }
2347         }
2348         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2349         {
2350                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2351                 {
2352                         switch(rsurface.texture->offsetmapping)
2353                         {
2354                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2355                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2356                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2357                         case OFFSETMAPPING_OFF: break;
2358                         }
2359                 }
2360                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2361                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2362                 // ambient model lighting
2363                 mode = SHADERMODE_LIGHTDIRECTION;
2364                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2365                         permutation |= SHADERPERMUTATION_GLOW;
2366                 if (r_refdef.fogenabled)
2367                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2368                 if (rsurface.texture->colormapping)
2369                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2370                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2371                 {
2372                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2373                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2374
2375                         if (r_shadow_shadowmapsampler)
2376                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2377                         if (r_shadow_shadowmappcf > 1)
2378                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2379                         else if (r_shadow_shadowmappcf)
2380                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2381                 }
2382                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2383                         permutation |= SHADERPERMUTATION_REFLECTION;
2384                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2385                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2386                 if (rsurface.texture->reflectmasktexture)
2387                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2388                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2389                 {
2390                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2391                         if (r_shadow_bouncegriddirectional)
2392                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2393                 }
2394                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2395                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2396                 // when using alphatocoverage, we don't need alphakill
2397                 if (vid.allowalphatocoverage)
2398                 {
2399                         if (r_transparent_alphatocoverage.integer)
2400                         {
2401                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2402                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2403                         }
2404                         else
2405                                 GL_AlphaToCoverage(false);
2406                 }
2407         }
2408         else
2409         {
2410                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2411                 {
2412                         switch(rsurface.texture->offsetmapping)
2413                         {
2414                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2415                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2416                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2417                         case OFFSETMAPPING_OFF: break;
2418                         }
2419                 }
2420                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2421                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2422                 // lightmapped wall
2423                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2424                         permutation |= SHADERPERMUTATION_GLOW;
2425                 if (r_refdef.fogenabled)
2426                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2427                 if (rsurface.texture->colormapping)
2428                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2429                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2430                 {
2431                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2432                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2433
2434                         if (r_shadow_shadowmapsampler)
2435                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2436                         if (r_shadow_shadowmappcf > 1)
2437                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2438                         else if (r_shadow_shadowmappcf)
2439                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2440                 }
2441                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2442                         permutation |= SHADERPERMUTATION_REFLECTION;
2443                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2444                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2445                 if (rsurface.texture->reflectmasktexture)
2446                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2447                 if (FAKELIGHT_ENABLED)
2448                 {
2449                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2450                         mode = SHADERMODE_FAKELIGHT;
2451                         permutation |= SHADERPERMUTATION_DIFFUSE;
2452                         if (specularscale > 0)
2453                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2454                 }
2455                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2456                 {
2457                         // deluxemapping (light direction texture)
2458                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2459                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2460                         else
2461                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2462                         permutation |= SHADERPERMUTATION_DIFFUSE;
2463                         if (specularscale > 0)
2464                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2465                 }
2466                 else if (r_glsl_deluxemapping.integer >= 2)
2467                 {
2468                         // fake deluxemapping (uniform light direction in tangentspace)
2469                         if (rsurface.uselightmaptexture)
2470                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2471                         else
2472                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2473                         permutation |= SHADERPERMUTATION_DIFFUSE;
2474                         if (specularscale > 0)
2475                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2476                 }
2477                 else if (rsurface.uselightmaptexture)
2478                 {
2479                         // ordinary lightmapping (q1bsp, q3bsp)
2480                         mode = SHADERMODE_LIGHTMAP;
2481                 }
2482                 else
2483                 {
2484                         // ordinary vertex coloring (q3bsp)
2485                         mode = SHADERMODE_VERTEXCOLOR;
2486                 }
2487                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2488                 {
2489                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2490                         if (r_shadow_bouncegriddirectional)
2491                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2492                 }
2493                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2494                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2495                 // when using alphatocoverage, we don't need alphakill
2496                 if (vid.allowalphatocoverage)
2497                 {
2498                         if (r_transparent_alphatocoverage.integer)
2499                         {
2500                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2501                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2502                         }
2503                         else
2504                                 GL_AlphaToCoverage(false);
2505                 }
2506         }
2507         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2508                 colormod = dummy_colormod;
2509         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2510                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2511         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2512                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2513         switch(vid.renderpath)
2514         {
2515         case RENDERPATH_D3D9:
2516 #ifdef SUPPORTD3D
2517                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2518                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2519                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2520                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2521                 if (mode == SHADERMODE_LIGHTSOURCE)
2522                 {
2523                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2524                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2525                 }
2526                 else
2527                 {
2528                         if (mode == SHADERMODE_LIGHTDIRECTION)
2529                         {
2530                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2531                         }
2532                 }
2533                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2534                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2535                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2536                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2537                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2538
2539                 if (mode == SHADERMODE_LIGHTSOURCE)
2540                 {
2541                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2542                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2543                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2544                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2545                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2546
2547                         // additive passes are only darkened by fog, not tinted
2548                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2549                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2550                 }
2551                 else
2552                 {
2553                         if (mode == SHADERMODE_FLATCOLOR)
2554                         {
2555                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2556                         }
2557                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2558                         {
2559                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2560                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2561                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2562                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2563                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2564                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2565                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2566                         }
2567                         else
2568                         {
2569                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2570                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2571                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2572                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2573                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2574                         }
2575                         // additive passes are only darkened by fog, not tinted
2576                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2577                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2578                         else
2579                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2580                         hlslPSSetParameter4f(D3DPSREGISTER_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);
2581                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2582                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2583                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2584                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2585                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2586                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2587                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2588                         if (mode == SHADERMODE_WATER)
2589                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2590                 }
2591                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2592                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2593                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2594                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2595                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2596                 if (rsurface.texture->pantstexture)
2597                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2598                 else
2599                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2600                 if (rsurface.texture->shirttexture)
2601                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2602                 else
2603                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2604                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2605                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2606                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2607                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2608                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2609                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2610                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2611                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2612                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2613                         );
2614                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2615                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2616                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2617                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2618
2619                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2620                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2621                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2622                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2623                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2624                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2625                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2626                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2627                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2628                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2629                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2630                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2631                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2632                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2633                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2634                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2635                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2636                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2637                 {
2638                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2639                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2640                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2641                 }
2642                 else
2643                 {
2644                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2645                 }
2646 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2647 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2648                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2649                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2650                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2651                 {
2652                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2653                         if (rsurface.rtlight)
2654                         {
2655                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2656                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2657                         }
2658                 }
2659 #endif
2660                 break;
2661         case RENDERPATH_D3D10:
2662                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2663                 break;
2664         case RENDERPATH_D3D11:
2665                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2666                 break;
2667         case RENDERPATH_GL20:
2668         case RENDERPATH_GLES2:
2669                 if (!vid.useinterleavedarrays)
2670                 {
2671                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2672                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2673                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2674                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2675                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2676                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2677                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2678                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2679                 }
2680                 else
2681                 {
2682                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2683                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2684                 }
2685                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2686                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2687                 if (mode == SHADERMODE_LIGHTSOURCE)
2688                 {
2689                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2690                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2691                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2692                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2693                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2694                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2695         
2696                         // additive passes are only darkened by fog, not tinted
2697                         if (r_glsl_permutation->loc_FogColor >= 0)
2698                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2699                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2700                 }
2701                 else
2702                 {
2703                         if (mode == SHADERMODE_FLATCOLOR)
2704                         {
2705                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2706                         }
2707                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2708                         {
2709                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2710                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2711                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2712                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2713                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2714                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2715                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2716                         }
2717                         else
2718                         {
2719                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2720                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2721                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2722                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2723                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2724                         }
2725                         // additive passes are only darkened by fog, not tinted
2726                         if (r_glsl_permutation->loc_FogColor >= 0)
2727                         {
2728                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2729                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2730                                 else
2731                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2732                         }
2733                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(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);
2734                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2735                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2736                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2737                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2738                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2739                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2740                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2741                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2742                 }
2743                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2744                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2745                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2746                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2747                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(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]);
2748
2749                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2750                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2751                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2752                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2753                 {
2754                         if (rsurface.texture->pantstexture)
2755                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2756                         else
2757                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2758                 }
2759                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2760                 {
2761                         if (rsurface.texture->shirttexture)
2762                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2763                         else
2764                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2765                 }
2766                 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2767                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2768                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2769                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2770                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2771                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2772                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2773                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2774                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2775                         );
2776                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2777                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2778                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2779                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2780                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2781                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2782
2783                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2784                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2785                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2786                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2787                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2788                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2789                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2790                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2791                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2792                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2793                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2794                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2795                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2796                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2797                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2798                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2799                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2800                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2801                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2802                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2803                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2804                 {
2805                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2806                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2807                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2808                 }
2809                 else
2810                 {
2811                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2812                 }
2813                 if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
2814                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2815                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2816                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2817                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2818                 {
2819                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
2820                         if (rsurface.rtlight)
2821                         {
2822                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2823                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2824                         }
2825                 }
2826                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2827                 CHECKGLERROR
2828                 break;
2829         case RENDERPATH_GL11:
2830         case RENDERPATH_GL13:
2831         case RENDERPATH_GLES1:
2832                 break;
2833         case RENDERPATH_SOFT:
2834                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2835                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2836                 R_SetupShader_SetPermutationSoft(mode, permutation);
2837                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2838                 if (mode == SHADERMODE_LIGHTSOURCE)
2839                 {
2840                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2841                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2842                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2843                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2844                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2845                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2846         
2847                         // additive passes are only darkened by fog, not tinted
2848                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2849                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2850                 }
2851                 else
2852                 {
2853                         if (mode == SHADERMODE_FLATCOLOR)
2854                         {
2855                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2856                         }
2857                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2858                         {
2859                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2860                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2861                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2862                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2863                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2864                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2865                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2866                         }
2867                         else
2868                         {
2869                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2870                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2871                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2872                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2873                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2874                         }
2875                         // additive passes are only darkened by fog, not tinted
2876                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2877                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2878                         else
2879                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2880                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_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);
2881                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2882                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2883                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2884                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2885                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2886                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2887                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2888                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2889                 }
2890                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2891                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2892                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2893                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2894                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2895
2896                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2897                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2898                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2899                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2900                 {
2901                         if (rsurface.texture->pantstexture)
2902                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2903                         else
2904                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2905                 }
2906                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2907                 {
2908                         if (rsurface.texture->shirttexture)
2909                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2910                         else
2911                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2912                 }
2913                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2914                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2915                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2916                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2917                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2918                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2919                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2920                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2921                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2922                         );
2923                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2924                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2925                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2926                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2927
2928                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2929                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2930                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2931                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2932                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2933                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2934                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2935                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2936                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2937                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2938                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2939                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2940                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2941                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2942                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2943                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2944                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2945                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2946                 {
2947                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2948                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2949                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2950                 }
2951                 else
2952                 {
2953                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2954                 }
2955 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
2956 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2957                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2958                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2959                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2960                 {
2961                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2962                         if (rsurface.rtlight)
2963                         {
2964                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2965                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2966                         }
2967                 }
2968                 break;
2969         }
2970 }
2971
2972 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2973 {
2974         // select a permutation of the lighting shader appropriate to this
2975         // combination of texture, entity, light source, and fogging, only use the
2976         // minimum features necessary to avoid wasting rendering time in the
2977         // fragment shader on features that are not being used
2978         unsigned int permutation = 0;
2979         unsigned int mode = 0;
2980         const float *lightcolorbase = rtlight->currentcolor;
2981         float ambientscale = rtlight->ambientscale;
2982         float diffusescale = rtlight->diffusescale;
2983         float specularscale = rtlight->specularscale;
2984         // this is the location of the light in view space
2985         vec3_t viewlightorigin;
2986         // this transforms from view space (camera) to light space (cubemap)
2987         matrix4x4_t viewtolight;
2988         matrix4x4_t lighttoview;
2989         float viewtolight16f[16];
2990         float range = 1.0f / r_shadow_deferred_8bitrange.value;
2991         // light source
2992         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2993         if (rtlight->currentcubemap != r_texture_whitecube)
2994                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2995         if (diffusescale > 0)
2996                 permutation |= SHADERPERMUTATION_DIFFUSE;
2997         if (specularscale > 0 && r_shadow_gloss.integer > 0)
2998                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2999         if (r_shadow_usingshadowmap2d)
3000         {
3001                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3002                 if (r_shadow_shadowmapvsdct)
3003                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3004
3005                 if (r_shadow_shadowmapsampler)
3006                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3007                 if (r_shadow_shadowmappcf > 1)
3008                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3009                 else if (r_shadow_shadowmappcf)
3010                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3011         }
3012         if (vid.allowalphatocoverage)
3013                 GL_AlphaToCoverage(false);
3014         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3015         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3016         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3017         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3018         switch(vid.renderpath)
3019         {
3020         case RENDERPATH_D3D9:
3021 #ifdef SUPPORTD3D
3022                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3023                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3024                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3025                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3026                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3027                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3028                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3029                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3030                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3031                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3032                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3033
3034                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3035                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
3036                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3037                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3038                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
3039                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3040 #endif
3041                 break;
3042         case RENDERPATH_D3D10:
3043                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3044                 break;
3045         case RENDERPATH_D3D11:
3046                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3047                 break;
3048         case RENDERPATH_GL20:
3049         case RENDERPATH_GLES2:
3050                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3051                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3052                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3053                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3054                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3055                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3056                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3057                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       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]);
3058                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3059                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2f(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3060                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3061
3062                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3063                 if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
3064                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3065                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3066                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
3067                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3068                 break;
3069         case RENDERPATH_GL11:
3070         case RENDERPATH_GL13:
3071         case RENDERPATH_GLES1:
3072                 break;
3073         case RENDERPATH_SOFT:
3074                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3075                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3076                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3077                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
3078                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
3079                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3080                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3081                 DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3082                 DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3083                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3084                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3085
3086                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3087                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
3088                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3089                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3090                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
3091                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3092                 break;
3093         }
3094 }
3095
3096 #define SKINFRAME_HASH 1024
3097
3098 typedef struct
3099 {
3100         int loadsequence; // incremented each level change
3101         memexpandablearray_t array;
3102         skinframe_t *hash[SKINFRAME_HASH];
3103 }
3104 r_skinframe_t;
3105 r_skinframe_t r_skinframe;
3106
3107 void R_SkinFrame_PrepareForPurge(void)
3108 {
3109         r_skinframe.loadsequence++;
3110         // wrap it without hitting zero
3111         if (r_skinframe.loadsequence >= 200)
3112                 r_skinframe.loadsequence = 1;
3113 }
3114
3115 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3116 {
3117         if (!skinframe)
3118                 return;
3119         // mark the skinframe as used for the purging code
3120         skinframe->loadsequence = r_skinframe.loadsequence;
3121 }
3122
3123 void R_SkinFrame_Purge(void)
3124 {
3125         int i;
3126         skinframe_t *s;
3127         for (i = 0;i < SKINFRAME_HASH;i++)
3128         {
3129                 for (s = r_skinframe.hash[i];s;s = s->next)
3130                 {
3131                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3132                         {
3133                                 if (s->merged == s->base)
3134                                         s->merged = NULL;
3135                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3136                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3137                                 R_PurgeTexture(s->merged);s->merged = NULL;
3138                                 R_PurgeTexture(s->base  );s->base   = NULL;
3139                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3140                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3141                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3142                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3143                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3144                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3145                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3146                                 s->loadsequence = 0;
3147                         }
3148                 }
3149         }
3150 }
3151
3152 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3153         skinframe_t *item;
3154         char basename[MAX_QPATH];
3155
3156         Image_StripImageExtension(name, basename, sizeof(basename));
3157
3158         if( last == NULL ) {
3159                 int hashindex;
3160                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3161                 item = r_skinframe.hash[hashindex];
3162         } else {
3163                 item = last->next;
3164         }
3165
3166         // linearly search through the hash bucket
3167         for( ; item ; item = item->next ) {
3168                 if( !strcmp( item->basename, basename ) ) {
3169                         return item;
3170                 }
3171         }
3172         return NULL;
3173 }
3174
3175 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3176 {
3177         skinframe_t *item;
3178         int hashindex;
3179         char basename[MAX_QPATH];
3180
3181         Image_StripImageExtension(name, basename, sizeof(basename));
3182
3183         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3184         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3185                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3186                         break;
3187
3188         if (!item) {
3189                 rtexture_t *dyntexture;
3190                 // check whether its a dynamic texture
3191                 dyntexture = CL_GetDynTexture( basename );
3192                 if (!add && !dyntexture)
3193                         return NULL;
3194                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3195                 memset(item, 0, sizeof(*item));
3196                 strlcpy(item->basename, basename, sizeof(item->basename));
3197                 item->base = dyntexture; // either NULL or dyntexture handle
3198                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3199                 item->comparewidth = comparewidth;
3200                 item->compareheight = compareheight;
3201                 item->comparecrc = comparecrc;
3202                 item->next = r_skinframe.hash[hashindex];
3203                 r_skinframe.hash[hashindex] = item;
3204         }
3205         else if (textureflags & TEXF_FORCE_RELOAD)
3206         {
3207                 rtexture_t *dyntexture;
3208                 // check whether its a dynamic texture
3209                 dyntexture = CL_GetDynTexture( basename );
3210                 if (!add && !dyntexture)
3211                         return NULL;
3212                 if (item->merged == item->base)
3213                         item->merged = NULL;
3214                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3215                 R_PurgeTexture(item->stain );item->stain  = NULL;
3216                 R_PurgeTexture(item->merged);item->merged = NULL;
3217                 R_PurgeTexture(item->base  );item->base   = NULL;
3218                 R_PurgeTexture(item->pants );item->pants  = NULL;
3219                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3220                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3221                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3222                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3223                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3224         R_PurgeTexture(item->reflect);item->reflect = NULL;
3225                 item->loadsequence = 0;
3226         }
3227         else if( item->base == NULL )
3228         {
3229                 rtexture_t *dyntexture;
3230                 // check whether its a dynamic texture
3231                 // 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]
3232                 dyntexture = CL_GetDynTexture( basename );
3233                 item->base = dyntexture; // either NULL or dyntexture handle
3234         }
3235
3236         R_SkinFrame_MarkUsed(item);
3237         return item;
3238 }
3239
3240 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3241         { \
3242                 unsigned long long avgcolor[5], wsum; \
3243                 int pix, comp, w; \
3244                 avgcolor[0] = 0; \
3245                 avgcolor[1] = 0; \
3246                 avgcolor[2] = 0; \
3247                 avgcolor[3] = 0; \
3248                 avgcolor[4] = 0; \
3249                 wsum = 0; \
3250                 for(pix = 0; pix < cnt; ++pix) \
3251                 { \
3252                         w = 0; \
3253                         for(comp = 0; comp < 3; ++comp) \
3254                                 w += getpixel; \
3255                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3256                         { \
3257                                 ++wsum; \
3258                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3259                                 w = getpixel; \
3260                                 for(comp = 0; comp < 3; ++comp) \
3261                                         avgcolor[comp] += getpixel * w; \
3262                                 avgcolor[3] += w; \
3263                         } \
3264                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3265                         avgcolor[4] += getpixel; \
3266                 } \
3267                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3268                         avgcolor[3] = 1; \
3269                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3270                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3271                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3272                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3273         }
3274
3275 extern cvar_t gl_picmip;
3276 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3277 {
3278         int j;
3279         unsigned char *pixels;
3280         unsigned char *bumppixels;
3281         unsigned char *basepixels = NULL;
3282         int basepixels_width = 0;
3283         int basepixels_height = 0;
3284         skinframe_t *skinframe;
3285         rtexture_t *ddsbase = NULL;
3286         qboolean ddshasalpha = false;
3287         float ddsavgcolor[4];
3288         char basename[MAX_QPATH];
3289         int miplevel = R_PicmipForFlags(textureflags);
3290         int savemiplevel = miplevel;
3291         int mymiplevel;
3292
3293         if (cls.state == ca_dedicated)
3294                 return NULL;
3295
3296         // return an existing skinframe if already loaded
3297         // if loading of the first image fails, don't make a new skinframe as it
3298         // would cause all future lookups of this to be missing
3299         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3300         if (skinframe && skinframe->base)
3301                 return skinframe;
3302
3303         Image_StripImageExtension(name, basename, sizeof(basename));
3304
3305         // check for DDS texture file first
3306         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3307         {
3308                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3309                 if (basepixels == NULL)
3310                         return NULL;
3311         }
3312
3313         // FIXME handle miplevel
3314
3315         if (developer_loading.integer)
3316                 Con_Printf("loading skin \"%s\"\n", name);
3317
3318         // we've got some pixels to store, so really allocate this new texture now
3319         if (!skinframe)
3320                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3321         textureflags &= ~TEXF_FORCE_RELOAD;
3322         skinframe->stain = NULL;
3323         skinframe->merged = NULL;
3324         skinframe->base = NULL;
3325         skinframe->pants = NULL;
3326         skinframe->shirt = NULL;
3327         skinframe->nmap = NULL;
3328         skinframe->gloss = NULL;
3329         skinframe->glow = NULL;
3330         skinframe->fog = NULL;
3331         skinframe->reflect = NULL;
3332         skinframe->hasalpha = false;
3333
3334         if (ddsbase)
3335         {
3336                 skinframe->base = ddsbase;
3337                 skinframe->hasalpha = ddshasalpha;
3338                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3339                 if (r_loadfog && skinframe->hasalpha)
3340                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3341                 //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]);
3342         }
3343         else
3344         {
3345                 basepixels_width = image_width;
3346                 basepixels_height = image_height;
3347                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3348                 if (textureflags & TEXF_ALPHA)
3349                 {
3350                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3351                         {
3352                                 if (basepixels[j] < 255)
3353                                 {
3354                                         skinframe->hasalpha = true;
3355                                         break;
3356                                 }
3357                         }
3358                         if (r_loadfog && skinframe->hasalpha)
3359                         {
3360                                 // has transparent pixels
3361                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3362                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3363                                 {
3364                                         pixels[j+0] = 255;
3365                                         pixels[j+1] = 255;
3366                                         pixels[j+2] = 255;
3367                                         pixels[j+3] = basepixels[j+3];
3368                                 }
3369                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3370                                 Mem_Free(pixels);
3371                         }
3372                 }
3373                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3374 #ifndef USE_GLES2
3375                 //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]);
3376                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3377                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3378                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3379                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3380 #endif
3381         }
3382
3383         if (r_loaddds)
3384         {
3385                 mymiplevel = savemiplevel;
3386                 if (r_loadnormalmap)
3387                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3388                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3389                 if (r_loadgloss)
3390                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3391                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3392                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3393                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3394         }
3395
3396         // _norm is the name used by tenebrae and has been adopted as standard
3397         if (r_loadnormalmap && skinframe->nmap == NULL)
3398         {
3399                 mymiplevel = savemiplevel;
3400                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3401                 {
3402                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3403                         Mem_Free(pixels);
3404                         pixels = NULL;
3405                 }
3406                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3407                 {
3408                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3409                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3410                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3411                         Mem_Free(pixels);
3412                         Mem_Free(bumppixels);
3413                 }
3414                 else if (r_shadow_bumpscale_basetexture.value > 0)
3415                 {
3416                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3417                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3418                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3419                         Mem_Free(pixels);
3420                 }
3421 #ifndef USE_GLES2
3422                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3423                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3424 #endif
3425         }
3426
3427         // _luma is supported only for tenebrae compatibility
3428         // _glow is the preferred name
3429         mymiplevel = savemiplevel;
3430         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3431         {
3432                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3433 #ifndef USE_GLES2
3434                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3435                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3436 #endif
3437                 Mem_Free(pixels);pixels = NULL;
3438         }
3439
3440         mymiplevel = savemiplevel;
3441         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3442         {
3443                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3444 #ifndef USE_GLES2
3445                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3446                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3447 #endif
3448                 Mem_Free(pixels);
3449                 pixels = NULL;
3450         }
3451
3452         mymiplevel = savemiplevel;
3453         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3454         {
3455                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3456 #ifndef USE_GLES2
3457                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3458                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3459 #endif
3460                 Mem_Free(pixels);
3461                 pixels = NULL;
3462         }
3463
3464         mymiplevel = savemiplevel;
3465         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3466         {
3467                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3468 #ifndef USE_GLES2
3469                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3470                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3471 #endif
3472                 Mem_Free(pixels);
3473                 pixels = NULL;
3474         }
3475
3476         mymiplevel = savemiplevel;
3477         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3478         {
3479                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3480 #ifndef USE_GLES2
3481                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3482                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3483 #endif
3484                 Mem_Free(pixels);
3485                 pixels = NULL;
3486         }
3487
3488         if (basepixels)
3489                 Mem_Free(basepixels);
3490
3491         return skinframe;
3492 }
3493
3494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3496 {
3497         int i;
3498         unsigned char *temp1, *temp2;
3499         skinframe_t *skinframe;
3500
3501         if (cls.state == ca_dedicated)
3502                 return NULL;
3503
3504         // if already loaded just return it, otherwise make a new skinframe
3505         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3506         if (skinframe && skinframe->base)
3507                 return skinframe;
3508         textureflags &= ~TEXF_FORCE_RELOAD;
3509
3510         skinframe->stain = NULL;
3511         skinframe->merged = NULL;
3512         skinframe->base = NULL;
3513         skinframe->pants = NULL;
3514         skinframe->shirt = NULL;
3515         skinframe->nmap = NULL;
3516         skinframe->gloss = NULL;
3517         skinframe->glow = NULL;
3518         skinframe->fog = NULL;
3519         skinframe->reflect = NULL;
3520         skinframe->hasalpha = false;
3521
3522         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3523         if (!skindata)
3524                 return NULL;
3525
3526         if (developer_loading.integer)
3527                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3528
3529         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3530         {
3531                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3532                 temp2 = temp1 + width * height * 4;
3533                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3534                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3535                 Mem_Free(temp1);
3536         }
3537         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3538         if (textureflags & TEXF_ALPHA)
3539         {
3540                 for (i = 3;i < width * height * 4;i += 4)
3541                 {
3542                         if (skindata[i] < 255)
3543                         {
3544                                 skinframe->hasalpha = true;
3545                                 break;
3546                         }
3547                 }
3548                 if (r_loadfog && skinframe->hasalpha)
3549                 {
3550                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3551                         memcpy(fogpixels, skindata, width * height * 4);
3552                         for (i = 0;i < width * height * 4;i += 4)
3553                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3554                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3555                         Mem_Free(fogpixels);
3556                 }
3557         }
3558
3559         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3560         //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]);
3561
3562         return skinframe;
3563 }
3564
3565 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3566 {
3567         int i;
3568         int featuresmask;
3569         skinframe_t *skinframe;
3570
3571         if (cls.state == ca_dedicated)
3572                 return NULL;
3573
3574         // if already loaded just return it, otherwise make a new skinframe
3575         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3576         if (skinframe && skinframe->base)
3577                 return skinframe;
3578         textureflags &= ~TEXF_FORCE_RELOAD;
3579
3580         skinframe->stain = NULL;
3581         skinframe->merged = NULL;
3582         skinframe->base = NULL;
3583         skinframe->pants = NULL;
3584         skinframe->shirt = NULL;
3585         skinframe->nmap = NULL;
3586         skinframe->gloss = NULL;
3587         skinframe->glow = NULL;
3588         skinframe->fog = NULL;
3589         skinframe->reflect = NULL;
3590         skinframe->hasalpha = false;
3591
3592         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3593         if (!skindata)
3594                 return NULL;
3595
3596         if (developer_loading.integer)
3597                 Con_Printf("loading quake skin \"%s\"\n", name);
3598
3599         // 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)
3600         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3601         memcpy(skinframe->qpixels, skindata, width*height);
3602         skinframe->qwidth = width;
3603         skinframe->qheight = height;
3604
3605         featuresmask = 0;
3606         for (i = 0;i < width * height;i++)
3607                 featuresmask |= palette_featureflags[skindata[i]];
3608
3609         skinframe->hasalpha = false;
3610         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3611         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3612         skinframe->qgeneratemerged = true;
3613         skinframe->qgeneratebase = skinframe->qhascolormapping;
3614         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3615
3616         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3617         //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]);
3618
3619         return skinframe;
3620 }
3621
3622 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3623 {
3624         int width;
3625         int height;
3626         unsigned char *skindata;
3627
3628         if (!skinframe->qpixels)
3629                 return;
3630
3631         if (!skinframe->qhascolormapping)
3632                 colormapped = false;
3633
3634         if (colormapped)
3635         {
3636                 if (!skinframe->qgeneratebase)
3637                         return;
3638         }
3639         else
3640         {
3641                 if (!skinframe->qgeneratemerged)
3642                         return;
3643         }
3644
3645         width = skinframe->qwidth;
3646         height = skinframe->qheight;
3647         skindata = skinframe->qpixels;
3648
3649         if (skinframe->qgeneratenmap)
3650         {
3651                 unsigned char *temp1, *temp2;
3652                 skinframe->qgeneratenmap = false;
3653                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3654                 temp2 = temp1 + width * height * 4;
3655                 // use either a custom palette or the quake palette
3656                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3657                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3658                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3659                 Mem_Free(temp1);
3660         }
3661
3662         if (skinframe->qgenerateglow)
3663         {
3664                 skinframe->qgenerateglow = false;
3665                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3666         }
3667
3668         if (colormapped)
3669         {
3670                 skinframe->qgeneratebase = false;
3671                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3672                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3673                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3674         }
3675         else
3676         {
3677                 skinframe->qgeneratemerged = false;
3678                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3679         }
3680
3681         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3682         {
3683                 Mem_Free(skinframe->qpixels);
3684                 skinframe->qpixels = NULL;
3685         }
3686 }
3687
3688 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)
3689 {
3690         int i;
3691         skinframe_t *skinframe;
3692
3693         if (cls.state == ca_dedicated)
3694                 return NULL;
3695
3696         // if already loaded just return it, otherwise make a new skinframe
3697         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3698         if (skinframe && skinframe->base)
3699                 return skinframe;
3700         textureflags &= ~TEXF_FORCE_RELOAD;
3701
3702         skinframe->stain = NULL;
3703         skinframe->merged = NULL;
3704         skinframe->base = NULL;
3705         skinframe->pants = NULL;
3706         skinframe->shirt = NULL;
3707         skinframe->nmap = NULL;
3708         skinframe->gloss = NULL;
3709         skinframe->glow = NULL;
3710         skinframe->fog = NULL;
3711         skinframe->reflect = NULL;
3712         skinframe->hasalpha = false;
3713
3714         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3715         if (!skindata)
3716                 return NULL;
3717
3718         if (developer_loading.integer)
3719                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3720
3721         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3722         if (textureflags & TEXF_ALPHA)
3723         {
3724                 for (i = 0;i < width * height;i++)
3725                 {
3726                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3727                         {
3728                                 skinframe->hasalpha = true;
3729                                 break;
3730                         }
3731                 }
3732                 if (r_loadfog && skinframe->hasalpha)
3733                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3734         }
3735
3736         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3737         //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]);
3738
3739         return skinframe;
3740 }
3741
3742 skinframe_t *R_SkinFrame_LoadMissing(void)
3743 {
3744         skinframe_t *skinframe;
3745
3746         if (cls.state == ca_dedicated)
3747                 return NULL;
3748
3749         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3750         skinframe->stain = NULL;
3751         skinframe->merged = NULL;
3752         skinframe->base = NULL;
3753         skinframe->pants = NULL;
3754         skinframe->shirt = NULL;
3755         skinframe->nmap = NULL;
3756         skinframe->gloss = NULL;
3757         skinframe->glow = NULL;
3758         skinframe->fog = NULL;
3759         skinframe->reflect = NULL;
3760         skinframe->hasalpha = false;
3761
3762         skinframe->avgcolor[0] = rand() / RAND_MAX;
3763         skinframe->avgcolor[1] = rand() / RAND_MAX;
3764         skinframe->avgcolor[2] = rand() / RAND_MAX;
3765         skinframe->avgcolor[3] = 1;
3766
3767         return skinframe;
3768 }
3769
3770 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3771 typedef struct suffixinfo_s
3772 {
3773         const char *suffix;
3774         qboolean flipx, flipy, flipdiagonal;
3775 }
3776 suffixinfo_t;
3777 static suffixinfo_t suffix[3][6] =
3778 {
3779         {
3780                 {"px",   false, false, false},
3781                 {"nx",   false, false, false},
3782                 {"py",   false, false, false},
3783                 {"ny",   false, false, false},
3784                 {"pz",   false, false, false},
3785                 {"nz",   false, false, false}
3786         },
3787         {
3788                 {"posx", false, false, false},
3789                 {"negx", false, false, false},
3790                 {"posy", false, false, false},
3791                 {"negy", false, false, false},
3792                 {"posz", false, false, false},
3793                 {"negz", false, false, false}
3794         },
3795         {
3796                 {"rt",    true, false,  true},
3797                 {"lf",   false,  true,  true},
3798                 {"ft",    true,  true, false},
3799                 {"bk",   false, false, false},
3800                 {"up",    true, false,  true},
3801                 {"dn",    true, false,  true}
3802         }
3803 };
3804
3805 static int componentorder[4] = {0, 1, 2, 3};
3806
3807 rtexture_t *R_LoadCubemap(const char *basename)
3808 {
3809         int i, j, cubemapsize;
3810         unsigned char *cubemappixels, *image_buffer;
3811         rtexture_t *cubemaptexture;
3812         char name[256];
3813         // must start 0 so the first loadimagepixels has no requested width/height
3814         cubemapsize = 0;
3815         cubemappixels = NULL;
3816         cubemaptexture = NULL;
3817         // keep trying different suffix groups (posx, px, rt) until one loads
3818         for (j = 0;j < 3 && !cubemappixels;j++)
3819         {
3820                 // load the 6 images in the suffix group
3821                 for (i = 0;i < 6;i++)
3822                 {
3823                         // generate an image name based on the base and and suffix
3824                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3825                         // load it
3826                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3827                         {
3828                                 // an image loaded, make sure width and height are equal
3829                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3830                                 {
3831                                         // if this is the first image to load successfully, allocate the cubemap memory
3832                                         if (!cubemappixels && image_width >= 1)
3833                                         {
3834                                                 cubemapsize = image_width;
3835                                                 // note this clears to black, so unavailable sides are black
3836                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3837                                         }
3838                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3839                                         if (cubemappixels)
3840                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3841                                 }
3842                                 else
3843                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3844                                 // free the image
3845                                 Mem_Free(image_buffer);
3846                         }
3847                 }
3848         }
3849         // if a cubemap loaded, upload it
3850         if (cubemappixels)
3851         {
3852                 if (developer_loading.integer)
3853                         Con_Printf("loading cubemap \"%s\"\n", basename);
3854
3855                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3856                 Mem_Free(cubemappixels);
3857         }
3858         else
3859         {
3860                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3861                 if (developer_loading.integer)
3862                 {
3863                         Con_Printf("(tried tried images ");
3864                         for (j = 0;j < 3;j++)
3865                                 for (i = 0;i < 6;i++)
3866                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3867                         Con_Print(" and was unable to find any of them).\n");
3868                 }
3869         }
3870         return cubemaptexture;
3871 }
3872
3873 rtexture_t *R_GetCubemap(const char *basename)
3874 {
3875         int i;
3876         for (i = 0;i < r_texture_numcubemaps;i++)
3877                 if (r_texture_cubemaps[i] != NULL)
3878                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3879                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3880         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3881                 return r_texture_whitecube;
3882         r_texture_numcubemaps++;
3883         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3884         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3885         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3886         return r_texture_cubemaps[i]->texture;
3887 }
3888
3889 void R_FreeCubemap(const char *basename)
3890 {
3891         int i;
3892
3893         for (i = 0;i < r_texture_numcubemaps;i++)
3894         {
3895                 if (r_texture_cubemaps[i] != NULL)
3896                 {
3897                         if (r_texture_cubemaps[i]->texture)
3898                         {
3899                                 if (developer_loading.integer)
3900                                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3901                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3902                                 Mem_Free(r_texture_cubemaps[i]);
3903                                 r_texture_cubemaps[i] = NULL;
3904                         }
3905                 }
3906         }
3907 }
3908
3909 void R_FreeCubemaps(void)
3910 {
3911         int i;
3912         for (i = 0;i < r_texture_numcubemaps;i++)
3913         {
3914                 if (developer_loading.integer)
3915                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3916                 if (r_texture_cubemaps[i] != NULL)
3917                 {
3918                         if (r_texture_cubemaps[i]->texture)
3919                                 R_FreeTexture(r_texture_cubemaps[i]->texture);
3920                         Mem_Free(r_texture_cubemaps[i]);
3921                 }
3922         }
3923         r_texture_numcubemaps = 0;
3924 }
3925
3926 void R_Main_FreeViewCache(void)
3927 {
3928         if (r_refdef.viewcache.entityvisible)
3929                 Mem_Free(r_refdef.viewcache.entityvisible);
3930         if (r_refdef.viewcache.world_pvsbits)
3931                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3932         if (r_refdef.viewcache.world_leafvisible)
3933                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3934         if (r_refdef.viewcache.world_surfacevisible)
3935                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3936         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3937 }
3938
3939 void R_Main_ResizeViewCache(void)
3940 {
3941         int numentities = r_refdef.scene.numentities;
3942         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3943         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3944         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3945         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3946         if (r_refdef.viewcache.maxentities < numentities)
3947         {
3948                 r_refdef.viewcache.maxentities = numentities;
3949                 if (r_refdef.viewcache.entityvisible)
3950                         Mem_Free(r_refdef.viewcache.entityvisible);
3951                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3952         }
3953         if (r_refdef.viewcache.world_numclusters != numclusters)
3954         {
3955                 r_refdef.viewcache.world_numclusters = numclusters;
3956                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3957                 if (r_refdef.viewcache.world_pvsbits)
3958                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3959                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3960         }
3961         if (r_refdef.viewcache.world_numleafs != numleafs)
3962         {
3963                 r_refdef.viewcache.world_numleafs = numleafs;
3964                 if (r_refdef.viewcache.world_leafvisible)
3965                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3966                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3967         }
3968         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3969         {
3970                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3971                 if (r_refdef.viewcache.world_surfacevisible)
3972                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3973                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3974         }
3975 }
3976
3977 extern rtexture_t *loadingscreentexture;
3978 void gl_main_start(void)
3979 {
3980         loadingscreentexture = NULL;
3981         r_texture_blanknormalmap = NULL;
3982         r_texture_white = NULL;
3983         r_texture_grey128 = NULL;
3984         r_texture_black = NULL;
3985         r_texture_whitecube = NULL;
3986         r_texture_normalizationcube = NULL;
3987         r_texture_fogattenuation = NULL;
3988         r_texture_fogheighttexture = NULL;
3989         r_texture_gammaramps = NULL;
3990         r_texture_numcubemaps = 0;
3991
3992         r_loaddds = r_texture_dds_load.integer != 0;
3993         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3994
3995         switch(vid.renderpath)
3996         {
3997         case RENDERPATH_GL20:
3998         case RENDERPATH_D3D9:
3999         case RENDERPATH_D3D10:
4000         case RENDERPATH_D3D11:
4001         case RENDERPATH_SOFT:
4002         case RENDERPATH_GLES2:
4003                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4004                 Cvar_SetValueQuick(&gl_combine, 1);
4005                 Cvar_SetValueQuick(&r_glsl, 1);
4006                 r_loadnormalmap = true;
4007                 r_loadgloss = true;
4008                 r_loadfog = false;
4009                 break;
4010         case RENDERPATH_GL13:
4011         case RENDERPATH_GLES1:
4012                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4013                 Cvar_SetValueQuick(&gl_combine, 1);
4014                 Cvar_SetValueQuick(&r_glsl, 0);
4015                 r_loadnormalmap = false;
4016                 r_loadgloss = false;
4017                 r_loadfog = true;
4018                 break;
4019         case RENDERPATH_GL11:
4020                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4021                 Cvar_SetValueQuick(&gl_combine, 0);
4022                 Cvar_SetValueQuick(&r_glsl, 0);
4023                 r_loadnormalmap = false;
4024                 r_loadgloss = false;
4025                 r_loadfog = true;
4026                 break;
4027         }
4028
4029         R_AnimCache_Free();
4030         R_FrameData_Reset();
4031
4032         r_numqueries = 0;
4033         r_maxqueries = 0;
4034         memset(r_queries, 0, sizeof(r_queries));
4035
4036         r_qwskincache = NULL;
4037         r_qwskincache_size = 0;
4038
4039         // due to caching of texture_t references, the collision cache must be reset
4040         Collision_Cache_Reset(true);
4041
4042         // set up r_skinframe loading system for textures
4043         memset(&r_skinframe, 0, sizeof(r_skinframe));
4044         r_skinframe.loadsequence = 1;
4045         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4046
4047         r_main_texturepool = R_AllocTexturePool();
4048         R_BuildBlankTextures();
4049         R_BuildNoTexture();
4050         if (vid.support.arb_texture_cube_map)
4051         {
4052                 R_BuildWhiteCube();
4053                 R_BuildNormalizationCube();
4054         }
4055         r_texture_fogattenuation = NULL;
4056         r_texture_fogheighttexture = NULL;
4057         r_texture_gammaramps = NULL;
4058         //r_texture_fogintensity = NULL;
4059         memset(&r_fb, 0, sizeof(r_fb));
4060         r_glsl_permutation = NULL;
4061         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4062         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4063         glslshaderstring = NULL;
4064 #ifdef SUPPORTD3D
4065         r_hlsl_permutation = NULL;
4066         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4067         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4068 #endif
4069         hlslshaderstring = NULL;
4070         memset(&r_svbsp, 0, sizeof (r_svbsp));
4071
4072         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4073         r_texture_numcubemaps = 0;
4074
4075         r_refdef.fogmasktable_density = 0;
4076 }
4077
4078 void gl_main_shutdown(void)
4079 {
4080         R_AnimCache_Free();
4081         R_FrameData_Reset();
4082
4083         R_Main_FreeViewCache();
4084
4085         switch(vid.renderpath)
4086         {
4087         case RENDERPATH_GL11:
4088         case RENDERPATH_GL13:
4089         case RENDERPATH_GL20:
4090         case RENDERPATH_GLES1:
4091         case RENDERPATH_GLES2:
4092 #ifdef GL_SAMPLES_PASSED_ARB
4093                 if (r_maxqueries)
4094                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4095 #endif
4096                 break;
4097         case RENDERPATH_D3D9:
4098                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4099                 break;
4100         case RENDERPATH_D3D10:
4101                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4102                 break;
4103         case RENDERPATH_D3D11:
4104                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4105                 break;
4106         case RENDERPATH_SOFT:
4107                 break;
4108         }
4109
4110         r_numqueries = 0;
4111         r_maxqueries = 0;
4112         memset(r_queries, 0, sizeof(r_queries));
4113
4114         r_qwskincache = NULL;
4115         r_qwskincache_size = 0;
4116
4117         // clear out the r_skinframe state
4118         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4119         memset(&r_skinframe, 0, sizeof(r_skinframe));
4120
4121         if (r_svbsp.nodes)
4122                 Mem_Free(r_svbsp.nodes);
4123         memset(&r_svbsp, 0, sizeof (r_svbsp));
4124         R_FreeTexturePool(&r_main_texturepool);
4125         loadingscreentexture = NULL;
4126         r_texture_blanknormalmap = NULL;
4127         r_texture_white = NULL;
4128         r_texture_grey128 = NULL;
4129         r_texture_black = NULL;
4130         r_texture_whitecube = NULL;
4131         r_texture_normalizationcube = NULL;
4132         r_texture_fogattenuation = NULL;
4133         r_texture_fogheighttexture = NULL;
4134         r_texture_gammaramps = NULL;
4135         r_texture_numcubemaps = 0;
4136         //r_texture_fogintensity = NULL;
4137         memset(&r_fb, 0, sizeof(r_fb));
4138         R_GLSL_Restart_f();
4139
4140         r_glsl_permutation = NULL;
4141         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4142         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4143         glslshaderstring = NULL;
4144 #ifdef SUPPORTD3D
4145         r_hlsl_permutation = NULL;
4146         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4147         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4148 #endif
4149         hlslshaderstring = NULL;
4150 }
4151
4152 extern void CL_ParseEntityLump(char *entitystring);
4153 void gl_main_newmap(void)
4154 {
4155         // FIXME: move this code to client
4156         char *entities, entname[MAX_QPATH];
4157         if (r_qwskincache)
4158                 Mem_Free(r_qwskincache);
4159         r_qwskincache = NULL;
4160         r_qwskincache_size = 0;
4161         if (cl.worldmodel)
4162         {
4163                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4164                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4165                 {
4166                         CL_ParseEntityLump(entities);
4167                         Mem_Free(entities);
4168                         return;
4169                 }
4170                 if (cl.worldmodel->brush.entities)
4171                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4172         }
4173         R_Main_FreeViewCache();
4174
4175         R_FrameData_Reset();
4176 }
4177
4178 void GL_Main_Init(void)
4179 {
4180         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4181
4182         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4183         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4184         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4185         if (gamemode == GAME_NEHAHRA)
4186         {
4187                 Cvar_RegisterVariable (&gl_fogenable);
4188                 Cvar_RegisterVariable (&gl_fogdensity);
4189                 Cvar_RegisterVariable (&gl_fogred);
4190                 Cvar_RegisterVariable (&gl_foggreen);
4191                 Cvar_RegisterVariable (&gl_fogblue);
4192                 Cvar_RegisterVariable (&gl_fogstart);
4193                 Cvar_RegisterVariable (&gl_fogend);
4194                 Cvar_RegisterVariable (&gl_skyclip);
4195         }
4196         Cvar_RegisterVariable(&r_motionblur);
4197         Cvar_RegisterVariable(&r_damageblur);
4198         Cvar_RegisterVariable(&r_motionblur_averaging);
4199         Cvar_RegisterVariable(&r_motionblur_randomize);
4200         Cvar_RegisterVariable(&r_motionblur_minblur);
4201         Cvar_RegisterVariable(&r_motionblur_maxblur);
4202         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4203         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4204         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4205         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4206         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4207         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4208         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4209         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4210         Cvar_RegisterVariable(&r_equalize_entities_by);
4211         Cvar_RegisterVariable(&r_equalize_entities_to);
4212         Cvar_RegisterVariable(&r_depthfirst);
4213         Cvar_RegisterVariable(&r_useinfinitefarclip);
4214         Cvar_RegisterVariable(&r_farclip_base);
4215         Cvar_RegisterVariable(&r_farclip_world);
4216         Cvar_RegisterVariable(&r_nearclip);
4217         Cvar_RegisterVariable(&r_deformvertexes);
4218         Cvar_RegisterVariable(&r_transparent);
4219         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4220         Cvar_RegisterVariable(&r_showoverdraw);
4221         Cvar_RegisterVariable(&r_showbboxes);
4222         Cvar_RegisterVariable(&r_showsurfaces);
4223         Cvar_RegisterVariable(&r_showtris);
4224         Cvar_RegisterVariable(&r_shownormals);
4225         Cvar_RegisterVariable(&r_showlighting);
4226         Cvar_RegisterVariable(&r_showshadowvolumes);
4227         Cvar_RegisterVariable(&r_showcollisionbrushes);
4228         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4229         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4230         Cvar_RegisterVariable(&r_showdisabledepthtest);
4231         Cvar_RegisterVariable(&r_drawportals);
4232         Cvar_RegisterVariable(&r_drawentities);
4233         Cvar_RegisterVariable(&r_draw2d);
4234         Cvar_RegisterVariable(&r_drawworld);
4235         Cvar_RegisterVariable(&r_cullentities_trace);
4236         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4237         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4238         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4239         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4240         Cvar_RegisterVariable(&r_sortentities);
4241         Cvar_RegisterVariable(&r_drawviewmodel);
4242         Cvar_RegisterVariable(&r_drawexteriormodel);
4243         Cvar_RegisterVariable(&r_speeds);
4244         Cvar_RegisterVariable(&r_fullbrights);
4245         Cvar_RegisterVariable(&r_wateralpha);
4246         Cvar_RegisterVariable(&r_dynamic);
4247         Cvar_RegisterVariable(&r_fakelight);
4248         Cvar_RegisterVariable(&r_fakelight_intensity);
4249         Cvar_RegisterVariable(&r_fullbright);
4250         Cvar_RegisterVariable(&r_shadows);
4251         Cvar_RegisterVariable(&r_shadows_darken);
4252         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4253         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4254         Cvar_RegisterVariable(&r_shadows_throwdistance);
4255         Cvar_RegisterVariable(&r_shadows_throwdirection);
4256         Cvar_RegisterVariable(&r_shadows_focus);
4257         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4258         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4259         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4260         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4261         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4262         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4263         Cvar_RegisterVariable(&r_fog_exp2);
4264         Cvar_RegisterVariable(&r_fog_clear);
4265         Cvar_RegisterVariable(&r_drawfog);
4266         Cvar_RegisterVariable(&r_transparentdepthmasking);
4267         Cvar_RegisterVariable(&r_transparent_sortmindist);
4268         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4269         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4270         Cvar_RegisterVariable(&r_texture_dds_load);
4271         Cvar_RegisterVariable(&r_texture_dds_save);
4272         Cvar_RegisterVariable(&r_textureunits);
4273         Cvar_RegisterVariable(&gl_combine);
4274         Cvar_RegisterVariable(&r_viewfbo);
4275         Cvar_RegisterVariable(&r_viewscale);
4276         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4277         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4278         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4279         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4280         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4281         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4282         Cvar_RegisterVariable(&r_glsl);
4283         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4284         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4285         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4286         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4287         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4288         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4289         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4290         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4291         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4292         Cvar_RegisterVariable(&r_glsl_postprocess);
4293         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4294         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4295         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4296         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4297         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4298         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4299         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4300         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4301
4302         Cvar_RegisterVariable(&r_water);
4303         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4304         Cvar_RegisterVariable(&r_water_clippingplanebias);
4305         Cvar_RegisterVariable(&r_water_refractdistort);
4306         Cvar_RegisterVariable(&r_water_reflectdistort);
4307         Cvar_RegisterVariable(&r_water_scissormode);
4308         Cvar_RegisterVariable(&r_water_lowquality);
4309         Cvar_RegisterVariable(&r_water_hideplayer);
4310         Cvar_RegisterVariable(&r_water_fbo);
4311
4312         Cvar_RegisterVariable(&r_lerpsprites);
4313         Cvar_RegisterVariable(&r_lerpmodels);
4314         Cvar_RegisterVariable(&r_lerplightstyles);
4315         Cvar_RegisterVariable(&r_waterscroll);
4316         Cvar_RegisterVariable(&r_bloom);
4317         Cvar_RegisterVariable(&r_bloom_colorscale);
4318         Cvar_RegisterVariable(&r_bloom_brighten);
4319         Cvar_RegisterVariable(&r_bloom_blur);
4320         Cvar_RegisterVariable(&r_bloom_resolution);
4321         Cvar_RegisterVariable(&r_bloom_colorexponent);
4322         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4323         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4324         Cvar_RegisterVariable(&r_hdr_glowintensity);
4325         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4326         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4327         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4328         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4329         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4330         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4331         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4332         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4333         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4334         Cvar_RegisterVariable(&developer_texturelogging);
4335         Cvar_RegisterVariable(&gl_lightmaps);
4336         Cvar_RegisterVariable(&r_test);
4337         Cvar_RegisterVariable(&r_glsl_saturation);
4338         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4339         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4340         Cvar_RegisterVariable(&r_framedatasize);
4341         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4342                 Cvar_SetValue("r_fullbrights", 0);
4343         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4344 }
4345
4346 extern void R_Textures_Init(void);
4347 extern void GL_Draw_Init(void);
4348 extern void GL_Main_Init(void);
4349 extern void R_Shadow_Init(void);
4350 extern void R_Sky_Init(void);
4351 extern void GL_Surf_Init(void);
4352 extern void R_Particles_Init(void);
4353 extern void R_Explosion_Init(void);
4354 extern void gl_backend_init(void);
4355 extern void Sbar_Init(void);
4356 extern void R_LightningBeams_Init(void);
4357 extern void Mod_RenderInit(void);
4358 extern void Font_Init(void);
4359
4360 void Render_Init(void)
4361 {
4362         gl_backend_init();
4363         R_Textures_Init();
4364         GL_Main_Init();
4365         Font_Init();
4366         GL_Draw_Init();
4367         R_Shadow_Init();
4368         R_Sky_Init();
4369         GL_Surf_Init();
4370         Sbar_Init();
4371         R_Particles_Init();
4372         R_Explosion_Init();
4373         R_LightningBeams_Init();
4374         Mod_RenderInit();
4375 }
4376
4377 /*
4378 ===============
4379 GL_Init
4380 ===============
4381 */
4382 #ifndef USE_GLES2
4383 extern char *ENGINE_EXTENSIONS;
4384 void GL_Init (void)
4385 {
4386         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4387         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4388         gl_version = (const char *)qglGetString(GL_VERSION);
4389         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4390
4391         if (!gl_extensions)
4392                 gl_extensions = "";
4393         if (!gl_platformextensions)
4394                 gl_platformextensions = "";
4395
4396         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4397         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4398         Con_Printf("GL_VERSION: %s\n", gl_version);
4399         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4400         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4401
4402         VID_CheckExtensions();
4403
4404         // LordHavoc: report supported extensions
4405         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4406
4407         // clear to black (loading plaque will be seen over this)
4408         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4409 }
4410 #endif
4411
4412 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4413 {
4414         int i;
4415         mplane_t *p;
4416         if (r_trippy.integer)
4417                 return false;
4418         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4419         {
4420                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4421                 if (i == 4)
4422                         continue;
4423                 p = r_refdef.view.frustum + i;
4424                 switch(p->signbits)
4425                 {
4426                 default:
4427                 case 0:
4428                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4429                                 return true;
4430                         break;
4431                 case 1:
4432                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4433                                 return true;
4434                         break;
4435                 case 2:
4436                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4437                                 return true;
4438                         break;
4439                 case 3:
4440                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4441                                 return true;
4442                         break;
4443                 case 4:
4444                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4445                                 return true;
4446                         break;
4447                 case 5:
4448                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4449                                 return true;
4450                         break;
4451                 case 6:
4452                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4453                                 return true;
4454                         break;
4455                 case 7:
4456                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4457                                 return true;
4458                         break;
4459                 }
4460         }
4461         return false;
4462 }
4463
4464 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4465 {
4466         int i;
4467         const mplane_t *p;
4468         if (r_trippy.integer)
4469                 return false;
4470         for (i = 0;i < numplanes;i++)
4471         {
4472                 p = planes + i;
4473                 switch(p->signbits)
4474                 {
4475                 default:
4476                 case 0:
4477                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4478                                 return true;
4479                         break;
4480                 case 1:
4481                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4482                                 return true;
4483                         break;
4484                 case 2:
4485                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4486                                 return true;
4487                         break;
4488                 case 3:
4489                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4490                                 return true;
4491                         break;
4492                 case 4:
4493                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4494                                 return true;
4495                         break;
4496                 case 5:
4497                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4498                                 return true;
4499                         break;
4500                 case 6:
4501                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4502                                 return true;
4503                         break;
4504                 case 7:
4505                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4506                                 return true;
4507                         break;
4508                 }
4509         }
4510         return false;
4511 }
4512
4513 //==================================================================================
4514
4515 // LordHavoc: this stores temporary data used within the same frame
4516
4517 typedef struct r_framedata_mem_s
4518 {
4519         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4520         size_t size; // how much usable space
4521         size_t current; // how much space in use
4522         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4523         size_t wantedsize; // how much space was allocated
4524         unsigned char *data; // start of real data (16byte aligned)
4525 }
4526 r_framedata_mem_t;
4527
4528 static r_framedata_mem_t *r_framedata_mem;
4529
4530 void R_FrameData_Reset(void)
4531 {
4532         while (r_framedata_mem)
4533         {
4534                 r_framedata_mem_t *next = r_framedata_mem->purge;
4535                 Mem_Free(r_framedata_mem);
4536                 r_framedata_mem = next;
4537         }
4538 }
4539
4540 void R_FrameData_Resize(void)
4541 {
4542         size_t wantedsize;
4543         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4544         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4545         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4546         {
4547                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4548                 newmem->wantedsize = wantedsize;
4549                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4550                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4551                 newmem->current = 0;
4552                 newmem->mark = 0;
4553                 newmem->purge = r_framedata_mem;
4554                 r_framedata_mem = newmem;
4555         }
4556 }
4557
4558 void R_FrameData_NewFrame(void)
4559 {
4560         R_FrameData_Resize();
4561         if (!r_framedata_mem)
4562                 return;
4563         // if we ran out of space on the last frame, free the old memory now
4564         while (r_framedata_mem->purge)
4565         {
4566                 // repeatedly remove the second item in the list, leaving only head
4567                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4568                 Mem_Free(r_framedata_mem->purge);
4569                 r_framedata_mem->purge = next;
4570         }
4571         // reset the current mem pointer
4572         r_framedata_mem->current = 0;
4573         r_framedata_mem->mark = 0;
4574 }
4575
4576 void *R_FrameData_Alloc(size_t size)
4577 {
4578         void *data;
4579
4580         // align to 16 byte boundary - the data pointer is already aligned, so we
4581         // only need to ensure the size of every allocation is also aligned
4582         size = (size + 15) & ~15;
4583
4584         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4585         {
4586                 // emergency - we ran out of space, allocate more memory
4587                 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4588                 R_FrameData_Resize();
4589         }
4590
4591         data = r_framedata_mem->data + r_framedata_mem->current;
4592         r_framedata_mem->current += size;
4593
4594         // count the usage for stats
4595         r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4596         r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4597
4598         return (void *)data;
4599 }
4600
4601 void *R_FrameData_Store(size_t size, void *data)
4602 {
4603         void *d = R_FrameData_Alloc(size);
4604         if (d && data)
4605                 memcpy(d, data, size);
4606         return d;
4607 }
4608
4609 void R_FrameData_SetMark(void)
4610 {
4611         if (!r_framedata_mem)
4612                 return;
4613         r_framedata_mem->mark = r_framedata_mem->current;
4614 }
4615
4616 void R_FrameData_ReturnToMark(void)
4617 {
4618         if (!r_framedata_mem)
4619                 return;
4620         r_framedata_mem->current = r_framedata_mem->mark;
4621 }
4622
4623 //==================================================================================
4624
4625 // LordHavoc: animcache originally written by Echon, rewritten since then
4626
4627 /**
4628  * Animation cache prevents re-generating mesh data for an animated model
4629  * multiple times in one frame for lighting, shadowing, reflections, etc.
4630  */
4631
4632 void R_AnimCache_Free(void)
4633 {
4634 }
4635
4636 void R_AnimCache_ClearCache(void)
4637 {
4638         int i;
4639         entity_render_t *ent;
4640
4641         for (i = 0;i < r_refdef.scene.numentities;i++)
4642         {
4643                 ent = r_refdef.scene.entities[i];
4644                 ent->animcache_vertex3f = NULL;
4645                 ent->animcache_normal3f = NULL;
4646                 ent->animcache_svector3f = NULL;
4647                 ent->animcache_tvector3f = NULL;
4648                 ent->animcache_vertexmesh = NULL;
4649                 ent->animcache_vertex3fbuffer = NULL;
4650                 ent->animcache_vertexmeshbuffer = NULL;
4651         }
4652 }
4653
4654 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4655 {
4656         int i;
4657
4658         // check if we need the meshbuffers
4659         if (!vid.useinterleavedarrays)
4660                 return;
4661
4662         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4663                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4664         // TODO: upload vertex3f buffer?
4665         if (ent->animcache_vertexmesh)
4666         {
4667                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4668                 for (i = 0;i < numvertices;i++)
4669                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4670                 if (ent->animcache_svector3f)
4671                         for (i = 0;i < numvertices;i++)
4672                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4673                 if (ent->animcache_tvector3f)
4674                         for (i = 0;i < numvertices;i++)
4675                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4676                 if (ent->animcache_normal3f)
4677                         for (i = 0;i < numvertices;i++)
4678                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4679                 // TODO: upload vertexmeshbuffer?
4680         }
4681 }
4682
4683 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4684 {
4685         dp_model_t *model = ent->model;
4686         int numvertices;
4687         // see if it's already cached this frame
4688         if (ent->animcache_vertex3f)
4689         {
4690                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4691                 if (wantnormals || wanttangents)
4692                 {
4693                         if (ent->animcache_normal3f)
4694                                 wantnormals = false;
4695                         if (ent->animcache_svector3f)
4696                                 wanttangents = false;
4697                         if (wantnormals || wanttangents)
4698                         {
4699                                 numvertices = model->surfmesh.num_vertices;
4700                                 if (wantnormals)
4701                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4702                                 if (wanttangents)
4703                                 {
4704                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4705                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4706                                 }
4707                                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4708                                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4709                         }
4710                 }
4711         }
4712         else
4713         {
4714                 // see if this ent is worth caching
4715                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4716                         return false;
4717                 // get some memory for this entity and generate mesh data
4718                 numvertices = model->surfmesh.num_vertices;
4719                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4720                 if (wantnormals)
4721                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4722                 if (wanttangents)
4723                 {
4724                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4725                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4726                 }
4727                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4728                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4729         }
4730         return true;
4731 }
4732
4733 void R_AnimCache_CacheVisibleEntities(void)
4734 {
4735         int i;
4736         qboolean wantnormals = true;
4737         qboolean wanttangents = !r_showsurfaces.integer;
4738
4739         switch(vid.renderpath)
4740         {
4741         case RENDERPATH_GL20:
4742         case RENDERPATH_D3D9:
4743         case RENDERPATH_D3D10:
4744         case RENDERPATH_D3D11:
4745         case RENDERPATH_GLES2:
4746                 break;
4747         case RENDERPATH_GL11:
4748         case RENDERPATH_GL13:
4749         case RENDERPATH_GLES1:
4750                 wanttangents = false;
4751                 break;
4752         case RENDERPATH_SOFT:
4753                 break;
4754         }
4755
4756         if (r_shownormals.integer)
4757                 wanttangents = wantnormals = true;
4758
4759         // TODO: thread this
4760         // NOTE: R_PrepareRTLights() also caches entities
4761
4762         for (i = 0;i < r_refdef.scene.numentities;i++)
4763                 if (r_refdef.viewcache.entityvisible[i])
4764                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4765 }
4766
4767 //==================================================================================
4768
4769 extern cvar_t r_overheadsprites_pushback;
4770
4771 static void R_View_UpdateEntityLighting (void)
4772 {
4773         int i;
4774         entity_render_t *ent;
4775         vec3_t tempdiffusenormal, avg;
4776         vec_t f, fa, fd, fdd;
4777         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4778
4779         for (i = 0;i < r_refdef.scene.numentities;i++)
4780         {
4781                 ent = r_refdef.scene.entities[i];
4782
4783                 // skip unseen models and models that updated by CSQC
4784                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4785                         continue;
4786
4787                 // skip bsp models
4788                 if (ent->model && ent->model->brush.num_leafs)
4789                 {
4790                         // TODO: use modellight for r_ambient settings on world?
4791                         VectorSet(ent->modellight_ambient, 0, 0, 0);
4792                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
4793                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
4794                         continue;
4795                 }
4796
4797                 // fetch the lighting from the worldmodel data
4798                 VectorClear(ent->modellight_ambient);
4799                 VectorClear(ent->modellight_diffuse);
4800                 VectorClear(tempdiffusenormal);
4801                 if (ent->flags & RENDER_LIGHT)
4802                 {
4803                         vec3_t org;
4804                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4805
4806                         // complete lightning for lit sprites
4807                         // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4808                         if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4809                         {
4810                                 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4811                                         org[2] = org[2] + r_overheadsprites_pushback.value;
4812                                 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4813                         }
4814                         else
4815                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4816
4817                         if(ent->flags & RENDER_EQUALIZE)
4818                         {
4819                                 // first fix up ambient lighting...
4820                                 if(r_equalize_entities_minambient.value > 0)
4821                                 {
4822                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4823                                         if(fd > 0)
4824                                         {
4825                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4826                                                 if(fa < r_equalize_entities_minambient.value * fd)
4827                                                 {
4828                                                         // solve:
4829                                                         //   fa'/fd' = minambient
4830                                                         //   fa'+0.25*fd' = fa+0.25*fd
4831                                                         //   ...
4832                                                         //   fa' = fd' * minambient
4833                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
4834                                                         //   ...
4835                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4836                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4837                                                         //   ...
4838                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4839                                                         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
4840                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4841                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4842                                                 }
4843                                         }
4844                                 }
4845
4846                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4847                                 {
4848                                         fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4849                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4850                                         f = fa + 0.25 * fd;
4851                                         if(f > 0)
4852                                         {
4853                                                 // adjust brightness and saturation to target
4854                                                 avg[0] = avg[1] = avg[2] = fa / f;
4855                                                 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4856                                                 avg[0] = avg[1] = avg[2] = fd / f;
4857                                                 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4858                                         }
4859                                 }
4860                         }
4861                 }
4862                 else // highly rare
4863                         VectorSet(ent->modellight_ambient, 1, 1, 1);
4864
4865                 // move the light direction into modelspace coordinates for lighting code
4866                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4867                 if(VectorLength2(ent->modellight_lightdir) == 0)
4868                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4869                 VectorNormalize(ent->modellight_lightdir);
4870         }
4871 }
4872
4873 #define MAX_LINEOFSIGHTTRACES 64
4874
4875 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4876 {
4877         int i;
4878         vec3_t boxmins, boxmaxs;
4879         vec3_t start;
4880         vec3_t end;
4881         dp_model_t *model = r_refdef.scene.worldmodel;
4882
4883         if (!model || !model->brush.TraceLineOfSight)
4884                 return true;
4885
4886         // expand the box a little
4887         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4888         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4889         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4890         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4891         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4892         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4893
4894         // return true if eye is inside enlarged box
4895         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4896                 return true;
4897
4898         // try center
4899         VectorCopy(eye, start);
4900         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4901         if (model->brush.TraceLineOfSight(model, start, end))
4902                 return true;
4903
4904         // try various random positions
4905         for (i = 0;i < numsamples;i++)
4906         {
4907                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4908                 if (model->brush.TraceLineOfSight(model, start, end))
4909                         return true;
4910         }
4911
4912         return false;
4913 }
4914
4915
4916 static void R_View_UpdateEntityVisible (void)
4917 {
4918         int i;
4919         int renderimask;
4920         int samples;
4921         entity_render_t *ent;
4922
4923         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4924                 : r_fb.water.hideplayer                                      ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4925                 : (chase_active.integer || r_fb.water.renderingscene)  ? RENDER_VIEWMODEL
4926                 :                                                          RENDER_EXTERIORMODEL;
4927         if (!r_drawviewmodel.integer)
4928                 renderimask |= RENDER_VIEWMODEL;
4929         if (!r_drawexteriormodel.integer)
4930                 renderimask |= RENDER_EXTERIORMODEL;
4931         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4932         {
4933                 // worldmodel can check visibility
4934                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4935                 for (i = 0;i < r_refdef.scene.numentities;i++)
4936                 {
4937                         ent = r_refdef.scene.entities[i];
4938                         if (!(ent->flags & renderimask))
4939                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4940                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4941                                 r_refdef.viewcache.entityvisible[i] = true;
4942                 }
4943         }
4944         else
4945         {
4946                 // no worldmodel or it can't check visibility
4947                 for (i = 0;i < r_refdef.scene.numentities;i++)
4948                 {
4949                         ent = r_refdef.scene.entities[i];
4950                         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));
4951                 }
4952         }
4953         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4954                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4955         {
4956                 for (i = 0;i < r_refdef.scene.numentities;i++)
4957                 {
4958                         if (!r_refdef.viewcache.entityvisible[i])
4959                                 continue;
4960                         ent = r_refdef.scene.entities[i];
4961                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4962                         {
4963                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4964                                 if (samples < 0)
4965                                         continue; // temp entities do pvs only
4966                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4967                                         ent->last_trace_visibility = realtime;
4968                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4969                                         r_refdef.viewcache.entityvisible[i] = 0;
4970                         }
4971                 }
4972         }
4973 }
4974
4975 /// only used if skyrendermasked, and normally returns false
4976 int R_DrawBrushModelsSky (void)
4977 {
4978         int i, sky;
4979         entity_render_t *ent;
4980
4981         sky = false;
4982         for (i = 0;i < r_refdef.scene.numentities;i++)
4983         {
4984                 if (!r_refdef.viewcache.entityvisible[i])
4985                         continue;
4986                 ent = r_refdef.scene.entities[i];
4987                 if (!ent->model || !ent->model->DrawSky)
4988                         continue;
4989                 ent->model->DrawSky(ent);
4990                 sky = true;
4991         }
4992         return sky;
4993 }
4994
4995 static void R_DrawNoModel(entity_render_t *ent);
4996 static void R_DrawModels(void)
4997 {
4998         int i;
4999         entity_render_t *ent;
5000
5001         for (i = 0;i < r_refdef.scene.numentities;i++)
5002         {
5003                 if (!r_refdef.viewcache.entityvisible[i])
5004                         continue;
5005                 ent = r_refdef.scene.entities[i];
5006                 r_refdef.stats.entities++;
5007                 /*
5008                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5009                 {
5010                         vec3_t f, l, u, o;
5011                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5012                         Con_Printf("R_DrawModels\n");
5013                         Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5014                         Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5015                         Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5016                 }
5017                 */
5018                 if (ent->model && ent->model->Draw != NULL)
5019                         ent->model->Draw(ent);
5020                 else
5021                         R_DrawNoModel(ent);
5022         }
5023 }
5024
5025 static void R_DrawModelsDepth(void)
5026 {
5027         int i;
5028         entity_render_t *ent;
5029
5030         for (i = 0;i < r_refdef.scene.numentities;i++)
5031         {
5032                 if (!r_refdef.viewcache.entityvisible[i])
5033                         continue;
5034                 ent = r_refdef.scene.entities[i];
5035                 if (ent->model && ent->model->DrawDepth != NULL)
5036                         ent->model->DrawDepth(ent);
5037         }
5038 }
5039
5040 static void R_DrawModelsDebug(void)
5041 {
5042         int i;
5043         entity_render_t *ent;
5044
5045         for (i = 0;i < r_refdef.scene.numentities;i++)
5046         {
5047                 if (!r_refdef.viewcache.entityvisible[i])
5048                         continue;
5049                 ent = r_refdef.scene.entities[i];
5050                 if (ent->model && ent->model->DrawDebug != NULL)
5051                         ent->model->DrawDebug(ent);
5052         }
5053 }
5054
5055 static void R_DrawModelsAddWaterPlanes(void)
5056 {
5057         int i;
5058         entity_render_t *ent;
5059
5060         for (i = 0;i < r_refdef.scene.numentities;i++)
5061         {
5062                 if (!r_refdef.viewcache.entityvisible[i])
5063                         continue;
5064                 ent = r_refdef.scene.entities[i];
5065                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5066                         ent->model->DrawAddWaterPlanes(ent);
5067         }
5068 }
5069
5070 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5071
5072 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5073 {
5074         if (r_hdr_irisadaptation.integer)
5075         {
5076                 vec3_t p;
5077                 vec3_t ambient;
5078                 vec3_t diffuse;
5079                 vec3_t diffusenormal;
5080                 vec3_t forward;
5081                 vec_t brightness = 0.0f;
5082                 vec_t goal;
5083                 vec_t current;
5084                 vec_t d;
5085                 int c;
5086                 VectorCopy(r_refdef.view.forward, forward);
5087                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5088                 {
5089                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5090                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5091                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5092                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5093                         d = DotProduct(forward, diffusenormal);
5094                         brightness += VectorLength(ambient);
5095                         if (d > 0)
5096                                 brightness += d * VectorLength(diffuse);
5097                 }
5098                 brightness *= 1.0f / c;
5099                 brightness += 0.00001f; // make sure it's never zero
5100                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5101                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5102                 current = r_hdr_irisadaptation_value.value;
5103                 if (current < goal)
5104                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5105                 else if (current > goal)
5106                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5107                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5108                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5109         }
5110         else if (r_hdr_irisadaptation_value.value != 1.0f)
5111                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5112 }
5113
5114 static void R_View_SetFrustum(const int *scissor)
5115 {
5116         int i;
5117         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5118         vec3_t forward, left, up, origin, v;
5119
5120         if(scissor)
5121         {
5122                 // flipped x coordinates (because x points left here)
5123                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5124                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5125
5126                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5127                 switch(vid.renderpath)
5128                 {
5129                         case RENDERPATH_D3D9:
5130                         case RENDERPATH_D3D10:
5131                         case RENDERPATH_D3D11:
5132                                 // non-flipped y coordinates
5133                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5134                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5135                                 break;
5136                         case RENDERPATH_SOFT:
5137                         case RENDERPATH_GL11:
5138                         case RENDERPATH_GL13:
5139                         case RENDERPATH_GL20:
5140                         case RENDERPATH_GLES1:
5141                         case RENDERPATH_GLES2:
5142                                 // non-flipped y coordinates
5143                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5144                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5145                                 break;
5146                 }
5147         }
5148
5149         // we can't trust r_refdef.view.forward and friends in reflected scenes
5150         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5151
5152 #if 0
5153         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5154         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5155         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5156         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5157         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5158         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5159         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5160         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5161         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5162         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5163         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5164         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5165 #endif
5166
5167 #if 0
5168         zNear = r_refdef.nearclip;
5169         nudge = 1.0 - 1.0 / (1<<23);
5170         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5171         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5172         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5173         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5174         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5175         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5176         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5177         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5178 #endif
5179
5180
5181
5182 #if 0
5183         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5184         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5185         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5186         r_refdef.view.frustum[0].dist = m[15] - m[12];
5187
5188         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5189         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5190         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5191         r_refdef.view.frustum[1].dist = m[15] + m[12];
5192
5193         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5194         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5195         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5196         r_refdef.view.frustum[2].dist = m[15] - m[13];
5197
5198         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5199         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5200         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5201         r_refdef.view.frustum[3].dist = m[15] + m[13];
5202
5203         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5204         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5205         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5206         r_refdef.view.frustum[4].dist = m[15] - m[14];
5207
5208         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5209         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5210         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5211         r_refdef.view.frustum[5].dist = m[15] + m[14];
5212 #endif
5213
5214         if (r_refdef.view.useperspective)
5215         {
5216                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5217                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5218                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5219                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5220                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5221
5222                 // then the normals from the corners relative to origin
5223                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5224                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5225                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5226                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5227
5228                 // in a NORMAL view, forward cross left == up
5229                 // in a REFLECTED view, forward cross left == down
5230                 // so our cross products above need to be adjusted for a left handed coordinate system
5231                 CrossProduct(forward, left, v);
5232                 if(DotProduct(v, up) < 0)
5233                 {
5234                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5235                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5236                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5237                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5238                 }
5239
5240                 // Leaving those out was a mistake, those were in the old code, and they
5241                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5242                 // I couldn't reproduce it after adding those normalizations. --blub
5243                 VectorNormalize(r_refdef.view.frustum[0].normal);
5244                 VectorNormalize(r_refdef.view.frustum[1].normal);
5245                 VectorNormalize(r_refdef.view.frustum[2].normal);
5246                 VectorNormalize(r_refdef.view.frustum[3].normal);
5247
5248                 // make the corners absolute
5249                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5250                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5251                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5252                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5253
5254                 // one more normal
5255                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5256
5257                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5258                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5259                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5260                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5261                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5262         }
5263         else
5264         {
5265                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5266                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5267                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5268                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5269                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5270                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5271                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5272                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5273                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5274                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5275         }
5276         r_refdef.view.numfrustumplanes = 5;
5277
5278         if (r_refdef.view.useclipplane)
5279         {
5280                 r_refdef.view.numfrustumplanes = 6;
5281                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5282         }
5283
5284         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5285                 PlaneClassify(r_refdef.view.frustum + i);
5286
5287         // LordHavoc: note to all quake engine coders, Quake had a special case
5288         // for 90 degrees which assumed a square view (wrong), so I removed it,
5289         // Quake2 has it disabled as well.
5290
5291         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5292         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5293         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5294         //PlaneClassify(&frustum[0]);
5295
5296         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5297         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5298         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5299         //PlaneClassify(&frustum[1]);
5300
5301         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5302         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5303         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5304         //PlaneClassify(&frustum[2]);
5305
5306         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5307         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5308         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5309         //PlaneClassify(&frustum[3]);
5310
5311         // nearclip plane
5312         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5313         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5314         //PlaneClassify(&frustum[4]);
5315 }
5316
5317 void R_View_UpdateWithScissor(const int *myscissor)
5318 {
5319         R_Main_ResizeViewCache();
5320         R_View_SetFrustum(myscissor);
5321         R_View_WorldVisibility(r_refdef.view.useclipplane);
5322         R_View_UpdateEntityVisible();
5323         R_View_UpdateEntityLighting();
5324         R_AnimCache_CacheVisibleEntities();
5325 }
5326
5327 void R_View_Update(void)
5328 {
5329         R_Main_ResizeViewCache();
5330         R_View_SetFrustum(NULL);
5331         R_View_WorldVisibility(r_refdef.view.useclipplane);
5332         R_View_UpdateEntityVisible();
5333         R_View_UpdateEntityLighting();
5334         R_AnimCache_CacheVisibleEntities();
5335 }
5336
5337 float viewscalefpsadjusted = 1.0f;
5338
5339 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5340 {
5341         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5342         scale = bound(0.03125f, scale, 1.0f);
5343         *outwidth = (int)ceil(width * scale);
5344         *outheight = (int)ceil(height * scale);
5345 }
5346
5347 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5348 {
5349         const float *customclipplane = NULL;
5350         float plane[4];
5351         int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5352         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5353         {
5354                 // LordHavoc: couldn't figure out how to make this approach the
5355                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5356                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5357                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5358                         dist = r_refdef.view.clipplane.dist;
5359                 plane[0] = r_refdef.view.clipplane.normal[0];
5360                 plane[1] = r_refdef.view.clipplane.normal[1];
5361                 plane[2] = r_refdef.view.clipplane.normal[2];
5362                 plane[3] = -dist;
5363                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5364         }
5365
5366         //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5367         rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5368
5369         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5370         if (!r_refdef.view.useperspective)
5371                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -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);
5372         else if (vid.stencil && r_useinfinitefarclip.integer)
5373                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5374         else
5375                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5376         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5377         R_SetViewport(&r_refdef.view.viewport);
5378         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5379         {
5380                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5381                 float screenplane[4];
5382                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5383                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5384                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5385                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5386                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5387         }
5388 }
5389
5390 void R_EntityMatrix(const matrix4x4_t *matrix)
5391 {
5392         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5393         {
5394                 gl_modelmatrixchanged = false;
5395                 gl_modelmatrix = *matrix;
5396                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5397                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5398                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5399                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5400                 CHECKGLERROR
5401                 switch(vid.renderpath)
5402                 {
5403                 case RENDERPATH_D3D9:
5404 #ifdef SUPPORTD3D
5405                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5406                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5407 #endif
5408                         break;
5409                 case RENDERPATH_D3D10:
5410                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5411                         break;
5412                 case RENDERPATH_D3D11:
5413                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5414                         break;
5415                 case RENDERPATH_GL11:
5416                 case RENDERPATH_GL13:
5417                 case RENDERPATH_GLES1:
5418                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5419                         break;
5420                 case RENDERPATH_SOFT:
5421                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5422                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5423                         break;
5424                 case RENDERPATH_GL20:
5425                 case RENDERPATH_GLES2:
5426                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5427                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5428                         break;
5429                 }
5430         }
5431 }
5432
5433 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5434 {
5435         r_viewport_t viewport;
5436         DrawQ_Finish();
5437
5438         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5439         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);
5440         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5441         R_SetViewport(&viewport);
5442         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5443         GL_Color(1, 1, 1, 1);
5444         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5445         GL_BlendFunc(GL_ONE, GL_ZERO);
5446         GL_ScissorTest(false);
5447         GL_DepthMask(false);
5448         GL_DepthRange(0, 1);
5449         GL_DepthTest(false);
5450         GL_DepthFunc(GL_LEQUAL);
5451         R_EntityMatrix(&identitymatrix);
5452         R_Mesh_ResetTextureState();
5453         GL_PolygonOffset(0, 0);
5454         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5455         switch(vid.renderpath)
5456         {
5457         case RENDERPATH_GL11:
5458         case RENDERPATH_GL13:
5459         case RENDERPATH_GL20:
5460         case RENDERPATH_GLES1:
5461         case RENDERPATH_GLES2:
5462                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5463                 break;
5464         case RENDERPATH_D3D9:
5465         case RENDERPATH_D3D10:
5466         case RENDERPATH_D3D11:
5467         case RENDERPATH_SOFT:
5468                 break;
5469         }
5470         GL_CullFace(GL_NONE);
5471 }
5472
5473 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5474 {
5475         DrawQ_Finish();
5476
5477         R_SetupView(true, fbo, depthtexture, colortexture);
5478         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5479         GL_Color(1, 1, 1, 1);
5480         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5481         GL_BlendFunc(GL_ONE, GL_ZERO);
5482         GL_ScissorTest(true);
5483         GL_DepthMask(true);
5484         GL_DepthRange(0, 1);
5485         GL_DepthTest(true);
5486         GL_DepthFunc(GL_LEQUAL);
5487         R_EntityMatrix(&identitymatrix);
5488         R_Mesh_ResetTextureState();
5489         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5490         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5491         switch(vid.renderpath)
5492         {
5493         case RENDERPATH_GL11:
5494         case RENDERPATH_GL13:
5495         case RENDERPATH_GL20:
5496         case RENDERPATH_GLES1:
5497         case RENDERPATH_GLES2:
5498                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5499                 break;
5500         case RENDERPATH_D3D9:
5501         case RENDERPATH_D3D10:
5502         case RENDERPATH_D3D11:
5503         case RENDERPATH_SOFT:
5504                 break;
5505         }
5506         GL_CullFace(r_refdef.view.cullface_back);
5507 }
5508
5509 /*
5510 ================
5511 R_RenderView_UpdateViewVectors
5512 ================
5513 */
5514 static void R_RenderView_UpdateViewVectors(void)
5515 {
5516         // break apart the view matrix into vectors for various purposes
5517         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5518         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5519         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5520         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5521         // make an inverted copy of the view matrix for tracking sprites
5522         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5523 }
5524
5525 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5526 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5527
5528 static void R_Water_StartFrame(void)
5529 {
5530         int i;
5531         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5532         r_waterstate_waterplane_t *p;
5533         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5534
5535         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5536                 return;
5537
5538         switch(vid.renderpath)
5539         {
5540         case RENDERPATH_GL20:
5541         case RENDERPATH_D3D9:
5542         case RENDERPATH_D3D10:
5543         case RENDERPATH_D3D11:
5544         case RENDERPATH_SOFT:
5545         case RENDERPATH_GLES2:
5546                 break;
5547         case RENDERPATH_GL11:
5548         case RENDERPATH_GL13:
5549         case RENDERPATH_GLES1:
5550                 return;
5551         }
5552
5553         // set waterwidth and waterheight to the water resolution that will be
5554         // used (often less than the screen resolution for faster rendering)
5555         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5556
5557         // calculate desired texture sizes
5558         // can't use water if the card does not support the texture size
5559         if (!r_water.integer || r_showsurfaces.integer)
5560                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5561         else if (vid.support.arb_texture_non_power_of_two)
5562         {
5563                 texturewidth = waterwidth;
5564                 textureheight = waterheight;
5565                 camerawidth = waterwidth;
5566                 cameraheight = waterheight;
5567         }
5568         else
5569         {
5570                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
5571                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
5572                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
5573                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
5574         }
5575
5576         // allocate textures as needed
5577         if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5578         {
5579                 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5580                 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5581                 {
5582                         if (p->texture_refraction)
5583                                 R_FreeTexture(p->texture_refraction);
5584                         p->texture_refraction = NULL;
5585                         if (p->fbo_refraction)
5586                                 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5587                         p->fbo_refraction = 0;
5588                         if (p->texture_reflection)
5589                                 R_FreeTexture(p->texture_reflection);
5590                         p->texture_reflection = NULL;
5591                         if (p->fbo_reflection)
5592                                 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5593                         p->fbo_reflection = 0;
5594                         if (p->texture_camera)
5595                                 R_FreeTexture(p->texture_camera);
5596                         p->texture_camera = NULL;
5597                         if (p->fbo_camera)
5598                                 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5599                         p->fbo_camera = 0;
5600                 }
5601                 memset(&r_fb.water, 0, sizeof(r_fb.water));
5602                 r_fb.water.texturewidth = texturewidth;
5603                 r_fb.water.textureheight = textureheight;
5604                 r_fb.water.camerawidth = camerawidth;
5605                 r_fb.water.cameraheight = cameraheight;
5606         }
5607
5608         if (r_fb.water.texturewidth)
5609         {
5610                 int scaledwidth, scaledheight;
5611
5612                 r_fb.water.enabled = true;
5613
5614                 // water resolution is usually reduced
5615                 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5616                 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5617                 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5618
5619                 // set up variables that will be used in shader setup
5620                 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5621                 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5622                 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5623                 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5624         }
5625
5626         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5627         r_fb.water.numwaterplanes = 0;
5628 }
5629
5630 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5631 {
5632         int planeindex, bestplaneindex, vertexindex;
5633         vec3_t mins, maxs, normal, center, v, n;
5634         vec_t planescore, bestplanescore;
5635         mplane_t plane;
5636         r_waterstate_waterplane_t *p;
5637         texture_t *t = R_GetCurrentTexture(surface->texture);
5638
5639         rsurface.texture = t;
5640         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5641         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5642         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5643                 return;
5644         // average the vertex normals, find the surface bounds (after deformvertexes)
5645         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5646         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5647         VectorCopy(n, normal);
5648         VectorCopy(v, mins);
5649         VectorCopy(v, maxs);
5650         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5651         {
5652                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5653                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5654                 VectorAdd(normal, n, normal);
5655                 mins[0] = min(mins[0], v[0]);
5656                 mins[1] = min(mins[1], v[1]);
5657                 mins[2] = min(mins[2], v[2]);
5658                 maxs[0] = max(maxs[0], v[0]);
5659                 maxs[1] = max(maxs[1], v[1]);
5660                 maxs[2] = max(maxs[2], v[2]);
5661         }
5662         VectorNormalize(normal);
5663         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5664
5665         VectorCopy(normal, plane.normal);
5666         VectorNormalize(plane.normal);
5667         plane.dist = DotProduct(center, plane.normal);
5668         PlaneClassify(&plane);
5669         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5670         {
5671                 // skip backfaces (except if nocullface is set)
5672 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5673 //                      return;
5674                 VectorNegate(plane.normal, plane.normal);
5675                 plane.dist *= -1;
5676                 PlaneClassify(&plane);
5677         }
5678
5679
5680         // find a matching plane if there is one
5681         bestplaneindex = -1;
5682         bestplanescore = 1048576.0f;
5683         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5684         {
5685                 if(p->camera_entity == t->camera_entity)
5686                 {
5687                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5688                         if (bestplaneindex < 0 || bestplanescore > planescore)
5689                         {
5690                                 bestplaneindex = planeindex;
5691                                 bestplanescore = planescore;
5692                         }
5693                 }
5694         }
5695         planeindex = bestplaneindex;
5696         p = r_fb.water.waterplanes + planeindex;
5697
5698         // if this surface does not fit any known plane rendered this frame, add one
5699         if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5700         {
5701                 // store the new plane
5702                 planeindex = r_fb.water.numwaterplanes++;
5703                 p = r_fb.water.waterplanes + planeindex;
5704                 p->plane = plane;
5705                 // clear materialflags and pvs
5706                 p->materialflags = 0;
5707                 p->pvsvalid = false;
5708                 p->camera_entity = t->camera_entity;
5709                 VectorCopy(mins, p->mins);
5710                 VectorCopy(maxs, p->maxs);
5711         }
5712         else
5713         {
5714                 // merge mins/maxs when we're adding this surface to the plane
5715                 p->mins[0] = min(p->mins[0], mins[0]);
5716                 p->mins[1] = min(p->mins[1], mins[1]);
5717                 p->mins[2] = min(p->mins[2], mins[2]);
5718                 p->maxs[0] = max(p->maxs[0], maxs[0]);
5719                 p->maxs[1] = max(p->maxs[1], maxs[1]);
5720                 p->maxs[2] = max(p->maxs[2], maxs[2]);
5721         }
5722         // merge this surface's materialflags into the waterplane
5723         p->materialflags |= t->currentmaterialflags;
5724         if(!(p->materialflags & MATERIALFLAG_CAMERA))
5725         {
5726                 // merge this surface's PVS into the waterplane
5727                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5728                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5729                 {
5730                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5731                         p->pvsvalid = true;
5732                 }
5733         }
5734 }
5735
5736 extern cvar_t r_drawparticles;
5737 extern cvar_t r_drawdecals;
5738
5739 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5740 {
5741         int myscissor[4];
5742         r_refdef_view_t originalview;
5743         r_refdef_view_t myview;
5744         int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5745         r_waterstate_waterplane_t *p;
5746         vec3_t visorigin;
5747         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5748
5749         originalview = r_refdef.view;
5750
5751         // lowquality hack, temporarily shut down some cvars and restore afterwards
5752         qualityreduction = r_water_lowquality.integer;
5753         if (qualityreduction > 0)
5754         {
5755                 if (qualityreduction >= 1)
5756                 {
5757                         old_r_shadows = r_shadows.integer;
5758                         old_r_worldrtlight = r_shadow_realtime_world.integer;
5759                         old_r_dlight = r_shadow_realtime_dlight.integer;
5760                         Cvar_SetValueQuick(&r_shadows, 0);
5761                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5762                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5763                 }
5764                 if (qualityreduction >= 2)
5765                 {
5766                         old_r_dynamic = r_dynamic.integer;
5767                         old_r_particles = r_drawparticles.integer;
5768                         old_r_decals = r_drawdecals.integer;
5769                         Cvar_SetValueQuick(&r_dynamic, 0);
5770                         Cvar_SetValueQuick(&r_drawparticles, 0);
5771                         Cvar_SetValueQuick(&r_drawdecals, 0);
5772                 }
5773         }
5774
5775         // make sure enough textures are allocated
5776         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5777         {
5778                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5779                 {
5780                         if (!p->texture_refraction)
5781                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5782                         if (!p->texture_refraction)
5783                                 goto error;
5784                         if (usewaterfbo)
5785                         {
5786                                 if (r_fb.water.depthtexture == NULL)
5787                                         r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5788                                 if (p->fbo_refraction == 0)
5789                                         p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5790                         }
5791                 }
5792                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5793                 {
5794                         if (!p->texture_camera)
5795                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5796                         if (!p->texture_camera)
5797                                 goto error;
5798                         if (usewaterfbo)
5799                         {
5800                                 if (r_fb.water.depthtexture == NULL)
5801                                         r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5802                                 if (p->fbo_camera == 0)
5803                                         p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5804                         }
5805                 }
5806
5807                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5808                 {
5809                         if (!p->texture_reflection)
5810                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5811                         if (!p->texture_reflection)
5812                                 goto error;
5813                         if (usewaterfbo)
5814                         {
5815                                 if (r_fb.water.depthtexture == NULL)
5816                                         r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5817                                 if (p->fbo_reflection == 0)
5818                                         p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5819                         }
5820                 }
5821         }
5822
5823         // render views
5824         r_refdef.view = originalview;
5825         r_refdef.view.showdebug = false;
5826         r_refdef.view.width = r_fb.water.waterwidth;
5827         r_refdef.view.height = r_fb.water.waterheight;
5828         r_refdef.view.useclipplane = true;
5829         myview = r_refdef.view;
5830         r_fb.water.renderingscene = true;
5831         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5832         {
5833                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5834                 {
5835                         r_refdef.view = myview;
5836                         if(r_water_scissormode.integer)
5837                         {
5838                                 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5839                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5840                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5841                         }
5842
5843                         // render reflected scene and copy into texture
5844                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5845                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5846                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5847                         r_refdef.view.clipplane = p->plane;
5848                         // reverse the cullface settings for this render
5849                         r_refdef.view.cullface_front = GL_FRONT;
5850                         r_refdef.view.cullface_back = GL_BACK;
5851                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5852                         {
5853                                 r_refdef.view.usecustompvs = true;
5854                                 if (p->pvsvalid)
5855                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5856                                 else
5857                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5858                         }
5859
5860                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5861                         R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5862                         R_ClearScreen(r_refdef.fogenabled);
5863                         if(r_water_scissormode.integer & 2)
5864                                 R_View_UpdateWithScissor(myscissor);
5865                         else
5866                                 R_View_Update();
5867                         if(r_water_scissormode.integer & 1)
5868                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5869                         R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5870
5871                         if (!p->fbo_reflection)
5872                                 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5873                         r_fb.water.hideplayer = false;
5874                 }
5875
5876                 // render the normal view scene and copy into texture
5877                 // (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)
5878                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5879                 {
5880                         r_refdef.view = myview;
5881                         if(r_water_scissormode.integer)
5882                         {
5883                                 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5884                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5885                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5886                         }
5887
5888                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5889
5890                         r_refdef.view.clipplane = p->plane;
5891                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5892                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5893
5894                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5895                         {
5896                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5897                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5898                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5899                                 R_RenderView_UpdateViewVectors();
5900                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5901                                 {
5902                                         r_refdef.view.usecustompvs = true;
5903                                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5904                                 }
5905                         }
5906
5907                         PlaneClassify(&r_refdef.view.clipplane);
5908
5909                         R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5910                         R_ClearScreen(r_refdef.fogenabled);
5911                         if(r_water_scissormode.integer & 2)
5912                                 R_View_UpdateWithScissor(myscissor);
5913                         else
5914                                 R_View_Update();
5915                         if(r_water_scissormode.integer & 1)
5916                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5917                         R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5918
5919                         if (!p->fbo_refraction)
5920                                 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5921                         r_fb.water.hideplayer = false;
5922                 }
5923                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5924                 {
5925                         r_refdef.view = myview;
5926
5927                         r_refdef.view.clipplane = p->plane;
5928                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5929                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5930
5931                         r_refdef.view.width = r_fb.water.camerawidth;
5932                         r_refdef.view.height = r_fb.water.cameraheight;
5933                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5934                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5935                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5936                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5937
5938                         if(p->camera_entity)
5939                         {
5940                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5941                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5942                         }
5943
5944                         // note: all of the view is used for displaying... so
5945                         // there is no use in scissoring
5946
5947                         // reverse the cullface settings for this render
5948                         r_refdef.view.cullface_front = GL_FRONT;
5949                         r_refdef.view.cullface_back = GL_BACK;
5950                         // also reverse the view matrix
5951                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5952                         R_RenderView_UpdateViewVectors();
5953                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5954                         {
5955                                 r_refdef.view.usecustompvs = true;
5956                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5957                         }
5958                         
5959                         // camera needs no clipplane
5960                         r_refdef.view.useclipplane = false;
5961
5962                         PlaneClassify(&r_refdef.view.clipplane);
5963
5964                         r_fb.water.hideplayer = false;
5965
5966                         R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5967                         R_ClearScreen(r_refdef.fogenabled);
5968                         R_View_Update();
5969                         R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5970
5971                         if (!p->fbo_camera)
5972                                 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5973                         r_fb.water.hideplayer = false;
5974                 }
5975
5976         }
5977         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5978         r_fb.water.renderingscene = false;
5979         r_refdef.view = originalview;
5980         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5981         if (!r_fb.water.depthtexture)
5982                 R_ClearScreen(r_refdef.fogenabled);
5983         R_View_Update();
5984         goto finish;
5985 error:
5986         r_refdef.view = originalview;
5987         r_fb.water.renderingscene = false;
5988         Cvar_SetValueQuick(&r_water, 0);
5989         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5990 finish:
5991         // lowquality hack, restore cvars
5992         if (qualityreduction > 0)
5993         {
5994                 if (qualityreduction >= 1)
5995                 {
5996                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5997                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5998                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5999                 }
6000                 if (qualityreduction >= 2)
6001                 {
6002                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6003                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6004                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6005                 }
6006         }
6007 }
6008
6009 void R_Bloom_StartFrame(void)
6010 {
6011         int i;
6012         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6013         int viewwidth, viewheight;
6014         qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
6015         textype_t textype = TEXTYPE_COLORBUFFER;
6016
6017         switch (vid.renderpath)
6018         {
6019         case RENDERPATH_GL20:
6020         case RENDERPATH_GLES2:
6021                 if (vid.support.ext_framebuffer_object)
6022                 {
6023                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6024                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6025                 }
6026                 break;
6027         case RENDERPATH_GL11:
6028         case RENDERPATH_GL13:
6029         case RENDERPATH_GLES1:
6030         case RENDERPATH_D3D9:
6031         case RENDERPATH_D3D10:
6032         case RENDERPATH_D3D11:
6033         case RENDERPATH_SOFT:
6034                 break;
6035         }
6036
6037         if (r_viewscale_fpsscaling.integer)
6038         {
6039                 double actualframetime;
6040                 double targetframetime;
6041                 double adjust;
6042                 actualframetime = r_refdef.lastdrawscreentime;
6043                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6044                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6045                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6046                 if (r_viewscale_fpsscaling_stepsize.value > 0)
6047                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6048                 viewscalefpsadjusted += adjust;
6049                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6050         }
6051         else
6052                 viewscalefpsadjusted = 1.0f;
6053
6054         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6055
6056         switch(vid.renderpath)
6057         {
6058         case RENDERPATH_GL20:
6059         case RENDERPATH_D3D9:
6060         case RENDERPATH_D3D10:
6061         case RENDERPATH_D3D11:
6062         case RENDERPATH_SOFT:
6063         case RENDERPATH_GLES2:
6064                 break;
6065         case RENDERPATH_GL11:
6066         case RENDERPATH_GL13:
6067         case RENDERPATH_GLES1:
6068                 return;
6069         }
6070
6071         // set bloomwidth and bloomheight to the bloom resolution that will be
6072         // used (often less than the screen resolution for faster rendering)
6073         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6074         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6075         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6076         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6077         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6078
6079         // calculate desired texture sizes
6080         if (vid.support.arb_texture_non_power_of_two)
6081         {
6082                 screentexturewidth = vid.width;
6083                 screentextureheight = vid.height;
6084                 bloomtexturewidth = r_fb.bloomwidth;
6085                 bloomtextureheight = r_fb.bloomheight;
6086         }
6087         else
6088         {
6089                 for (screentexturewidth  = 1;screentexturewidth  < vid.width       ;screentexturewidth  *= 2);
6090                 for (screentextureheight = 1;screentextureheight < vid.height      ;screentextureheight *= 2);
6091                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_fb.bloomwidth ;bloomtexturewidth   *= 2);
6092                 for (bloomtextureheight  = 1;bloomtextureheight  < r_fb.bloomheight;bloomtextureheight  *= 2);
6093         }
6094
6095         if ((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 > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6096         {
6097                 Cvar_SetValueQuick(&r_bloom, 0);
6098                 Cvar_SetValueQuick(&r_motionblur, 0);
6099                 Cvar_SetValueQuick(&r_damageblur, 0);
6100         }
6101
6102         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6103          && !r_bloom.integer
6104          && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6105          && !useviewfbo
6106          && r_viewscale.value == 1.0f
6107          && !r_viewscale_fpsscaling.integer)
6108                 screentexturewidth = screentextureheight = 0;
6109         if (!r_bloom.integer)
6110                 bloomtexturewidth = bloomtextureheight = 0;
6111
6112         // allocate textures as needed
6113         if (r_fb.screentexturewidth != screentexturewidth
6114          || r_fb.screentextureheight != screentextureheight
6115          || r_fb.bloomtexturewidth != bloomtexturewidth
6116          || r_fb.bloomtextureheight != bloomtextureheight
6117          || r_fb.textype != textype
6118          || useviewfbo != (r_fb.fbo != 0))
6119         {
6120                 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6121                 {
6122                         if (r_fb.bloomtexture[i])
6123                                 R_FreeTexture(r_fb.bloomtexture[i]);
6124                         r_fb.bloomtexture[i] = NULL;
6125
6126                         if (r_fb.bloomfbo[i])
6127                                 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6128                         r_fb.bloomfbo[i] = 0;
6129                 }
6130
6131                 if (r_fb.fbo)
6132                         R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6133                 r_fb.fbo = 0;
6134
6135                 if (r_fb.colortexture)
6136                         R_FreeTexture(r_fb.colortexture);
6137                 r_fb.colortexture = NULL;
6138
6139                 if (r_fb.depthtexture)
6140                         R_FreeTexture(r_fb.depthtexture);
6141                 r_fb.depthtexture = NULL;
6142
6143                 if (r_fb.ghosttexture)
6144                         R_FreeTexture(r_fb.ghosttexture);
6145                 r_fb.ghosttexture = NULL;
6146
6147                 r_fb.screentexturewidth = screentexturewidth;
6148                 r_fb.screentextureheight = screentextureheight;
6149                 r_fb.bloomtexturewidth = bloomtexturewidth;
6150                 r_fb.bloomtextureheight = bloomtextureheight;
6151                 r_fb.textype = textype;
6152
6153                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6154                 {
6155                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
6156                                 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6157                         r_fb.ghosttexture_valid = false;
6158                         r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6159                         if (useviewfbo)
6160                         {
6161                                 // FIXME: choose depth bits based on a cvar
6162                                 r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false);
6163                                 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6164                                 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6165 #ifndef USE_GLES2
6166                                 // render depth into one texture and color into the other
6167                                 if (qglDrawBuffer)
6168                                 {
6169                                         int status;
6170                                         qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6171                                         qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6172                                         status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6173                                         if (status != GL_FRAMEBUFFER_COMPLETE)
6174                                                 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6175                                 }
6176 #endif
6177                         }
6178                 }
6179
6180                 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6181                 {
6182                         for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6183                         {
6184                                 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6185                                 if (useviewfbo)
6186                                         r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6187                         }
6188                 }
6189         }
6190
6191         // bloom texture is a different resolution
6192         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6193         r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6194         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6195         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6196         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6197
6198         // set up a texcoord array for the full resolution screen image
6199         // (we have to keep this around to copy back during final render)
6200         r_fb.screentexcoord2f[0] = 0;
6201         r_fb.screentexcoord2f[1] = (float)viewheight    / (float)r_fb.screentextureheight;
6202         r_fb.screentexcoord2f[2] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6203         r_fb.screentexcoord2f[3] = (float)viewheight    / (float)r_fb.screentextureheight;
6204         r_fb.screentexcoord2f[4] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6205         r_fb.screentexcoord2f[5] = 0;
6206         r_fb.screentexcoord2f[6] = 0;
6207         r_fb.screentexcoord2f[7] = 0;
6208
6209         // set up a texcoord array for the reduced resolution bloom image
6210         // (which will be additive blended over the screen image)
6211         r_fb.bloomtexcoord2f[0] = 0;
6212         r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6213         r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6214         r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6215         r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6216         r_fb.bloomtexcoord2f[5] = 0;
6217         r_fb.bloomtexcoord2f[6] = 0;
6218         r_fb.bloomtexcoord2f[7] = 0;
6219
6220         switch(vid.renderpath)
6221         {
6222         case RENDERPATH_GL11:
6223         case RENDERPATH_GL13:
6224         case RENDERPATH_GL20:
6225         case RENDERPATH_SOFT:
6226         case RENDERPATH_GLES1:
6227         case RENDERPATH_GLES2:
6228                 break;
6229         case RENDERPATH_D3D9:
6230         case RENDERPATH_D3D10:
6231         case RENDERPATH_D3D11:
6232                 {
6233                         int i;
6234                         for (i = 0;i < 4;i++)
6235                         {
6236                                 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6237                                 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6238                                 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6239                                 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6240                         }
6241                 }
6242                 break;
6243         }
6244
6245         R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6246
6247         if (r_fb.fbo)
6248                 r_refdef.view.clear = true;
6249 }
6250
6251 void R_Bloom_MakeTexture(void)
6252 {
6253         int x, range, dir;
6254         float xoffset, yoffset, r, brighten;
6255         rtexture_t *intex;
6256         float colorscale = r_bloom_colorscale.value;
6257
6258         r_refdef.stats.bloom++;
6259
6260         if (!r_fb.fbo)
6261         {
6262                 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6263                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6264         }
6265
6266         // scale down screen texture to the bloom texture size
6267         CHECKGLERROR
6268         r_fb.bloomindex = 0;
6269         R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6270         R_SetViewport(&r_fb.bloomviewport);
6271         GL_BlendFunc(GL_ONE, GL_ZERO);
6272         GL_Color(colorscale, colorscale, colorscale, 1);
6273         // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6274         switch(vid.renderpath)
6275         {
6276         case RENDERPATH_GL11:
6277         case RENDERPATH_GL13:
6278         case RENDERPATH_GL20:
6279         case RENDERPATH_GLES1:
6280         case RENDERPATH_GLES2:
6281         case RENDERPATH_SOFT:
6282                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6283                 break;
6284         case RENDERPATH_D3D9:
6285         case RENDERPATH_D3D10:
6286         case RENDERPATH_D3D11:
6287                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6288                 break;
6289         }
6290         // TODO: do boxfilter scale-down in shader?
6291         R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6292         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6293         r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6294
6295         // we now have a properly scaled bloom image
6296         if (!r_fb.bloomfbo[r_fb.bloomindex])
6297         {
6298                 // copy it into the bloom texture
6299                 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6300                 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6301         }
6302
6303         // multiply bloom image by itself as many times as desired
6304         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6305         {
6306                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6307                 r_fb.bloomindex ^= 1;
6308                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6309                 x *= 2;
6310                 r = bound(0, r_bloom_colorexponent.value / x, 1);
6311                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6312                 GL_Color(r,r,r,1);
6313                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6314                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6315                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6316                 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6317
6318                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6319                 {
6320                         // copy the darkened image to a texture
6321                         R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6322                         r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6323                 }
6324         }
6325
6326         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6327         brighten = r_bloom_brighten.value;
6328         brighten = sqrt(brighten);
6329         if(range >= 1)
6330                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6331
6332         for (dir = 0;dir < 2;dir++)
6333         {
6334                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6335                 r_fb.bloomindex ^= 1;
6336                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6337                 // blend on at multiple vertical offsets to achieve a vertical blur
6338                 // TODO: do offset blends using GLSL
6339                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6340                 GL_BlendFunc(GL_ONE, GL_ZERO);
6341                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6342                 for (x = -range;x <= range;x++)
6343                 {
6344                         if (!dir){xoffset = 0;yoffset = x;}
6345                         else {xoffset = x;yoffset = 0;}
6346                         xoffset /= (float)r_fb.bloomtexturewidth;
6347                         yoffset /= (float)r_fb.bloomtextureheight;
6348                         // compute a texcoord array with the specified x and y offset
6349                         r_fb.offsettexcoord2f[0] = xoffset+0;
6350                         r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6351                         r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6352                         r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6353                         r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6354                         r_fb.offsettexcoord2f[5] = yoffset+0;
6355                         r_fb.offsettexcoord2f[6] = xoffset+0;
6356                         r_fb.offsettexcoord2f[7] = yoffset+0;
6357                         // this r value looks like a 'dot' particle, fading sharply to
6358                         // black at the edges
6359                         // (probably not realistic but looks good enough)
6360                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6361                         //r = brighten/(range*2+1);
6362                         r = brighten / (range * 2 + 1);
6363                         if(range >= 1)
6364                                 r *= (1 - x*x/(float)(range*range));
6365                         GL_Color(r, r, r, 1);
6366                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6367                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6368                         r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6369                         GL_BlendFunc(GL_ONE, GL_ONE);
6370                 }
6371
6372                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6373                 {
6374                         // copy the vertically or horizontally blurred bloom view to a texture
6375                         R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6376                         r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6377                 }
6378         }
6379 }
6380
6381 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6382 {
6383         unsigned int permutation;
6384         float uservecs[4][4];
6385
6386         switch (vid.renderpath)
6387         {
6388         case RENDERPATH_GL20:
6389         case RENDERPATH_D3D9:
6390         case RENDERPATH_D3D10:
6391         case RENDERPATH_D3D11:
6392         case RENDERPATH_SOFT:
6393         case RENDERPATH_GLES2:
6394                 permutation =
6395                           (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6396                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6397                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6398                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6399                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6400
6401                 if (r_fb.colortexture)
6402                 {
6403                         if (!r_fb.fbo)
6404                         {
6405                                 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6406                                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6407                         }
6408
6409                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6410                         {
6411                                 // declare variables
6412                                 float blur_factor, blur_mouseaccel, blur_velocity;
6413                                 static float blur_average; 
6414                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6415
6416                                 // set a goal for the factoring
6417                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6418                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6419                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6420                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6421                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6422                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6423
6424                                 // from the goal, pick an averaged value between goal and last value
6425                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6426                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6427
6428                                 // enforce minimum amount of blur 
6429                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6430
6431                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6432
6433                                 // calculate values into a standard alpha
6434                                 cl.motionbluralpha = 1 - exp(-
6435                                                 (
6436                                                  (r_motionblur.value * blur_factor / 80)
6437                                                  +
6438                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6439                                                 )
6440                                                 /
6441                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6442                                           );
6443
6444                                 // randomization for the blur value to combat persistent ghosting
6445                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6446                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6447
6448                                 // apply the blur
6449                                 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6450                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6451                                 {
6452                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6453                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6454                                         switch(vid.renderpath)
6455                                         {
6456                                         case RENDERPATH_GL11:
6457                                         case RENDERPATH_GL13:
6458                                         case RENDERPATH_GL20:
6459                                         case RENDERPATH_GLES1:
6460                                         case RENDERPATH_GLES2:
6461                                         case RENDERPATH_SOFT:
6462                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6463                                                 break;
6464                                         case RENDERPATH_D3D9:
6465                                         case RENDERPATH_D3D10:
6466                                         case RENDERPATH_D3D11:
6467                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6468                                                 break;
6469                                         }
6470                                         R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6471                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6472                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6473                                 }
6474
6475                                 // updates old view angles for next pass
6476                                 VectorCopy(cl.viewangles, blur_oldangles);
6477
6478                                 // copy view into the ghost texture
6479                                 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6480                                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6481                                 r_fb.ghosttexture_valid = true;
6482                         }
6483                 }
6484                 else
6485                 {
6486                         // no r_fb.colortexture means we're rendering to the real fb
6487                         // we may still have to do view tint...
6488                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6489                         {
6490                                 // apply a color tint to the whole view
6491                                 R_ResetViewRendering2D(0, NULL, NULL);
6492                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6493                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6494                                 R_SetupShader_Generic_NoTexture(false, true);
6495                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6496                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6497                         }
6498                         break; // no screen processing, no bloom, skip it
6499                 }
6500
6501                 if (r_fb.bloomtexture[0])
6502                 {
6503                         // make the bloom texture
6504                         R_Bloom_MakeTexture();
6505                 }
6506
6507 #if _MSC_VER >= 1400
6508 #define sscanf sscanf_s
6509 #endif
6510                 memset(uservecs, 0, sizeof(uservecs));
6511                 if (r_glsl_postprocess_uservec1_enable.integer)
6512                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6513                 if (r_glsl_postprocess_uservec2_enable.integer)
6514                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6515                 if (r_glsl_postprocess_uservec3_enable.integer)
6516                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6517                 if (r_glsl_postprocess_uservec4_enable.integer)
6518                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6519
6520                 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6521                 GL_Color(1, 1, 1, 1);
6522                 GL_BlendFunc(GL_ONE, GL_ZERO);
6523
6524                 switch(vid.renderpath)
6525                 {
6526                 case RENDERPATH_GL20:
6527                 case RENDERPATH_GLES2:
6528                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6529                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6530                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_fb.colortexture);
6531                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_fb.bloomtexture[r_fb.bloomindex]);
6532                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6533                         if (r_glsl_permutation->loc_ViewTintColor           >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6534                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6535                         if (r_glsl_permutation->loc_UserVec1                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6536                         if (r_glsl_permutation->loc_UserVec2                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6537                         if (r_glsl_permutation->loc_UserVec3                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6538                         if (r_glsl_permutation->loc_UserVec4                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6539                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6540                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6541                         if (r_glsl_permutation->loc_BloomColorSubtract      >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6542                         break;
6543                 case RENDERPATH_D3D9:
6544 #ifdef SUPPORTD3D
6545                         // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6546                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6547                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6548                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6549                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6550                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6551                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6552                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6553                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6554                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6555                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6556                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6557                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6558                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6559                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6560 #endif
6561                         break;
6562                 case RENDERPATH_D3D10:
6563                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6564                         break;
6565                 case RENDERPATH_D3D11:
6566                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6567                         break;
6568                 case RENDERPATH_SOFT:
6569                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6570                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6571                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6572                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6573                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6574                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6575                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6576                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6577                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6578                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6579                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6580                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6581                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6582                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6583                         break;
6584                 default:
6585                         break;
6586                 }
6587                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6588                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6589                 break;
6590         case RENDERPATH_GL11:
6591         case RENDERPATH_GL13:
6592         case RENDERPATH_GLES1:
6593                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6594                 {
6595                         // apply a color tint to the whole view
6596                         R_ResetViewRendering2D(0, NULL, NULL);
6597                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6598                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6599                         R_SetupShader_Generic_NoTexture(false, true);
6600                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6601                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6602                 }
6603                 break;
6604         }
6605 }
6606
6607 matrix4x4_t r_waterscrollmatrix;
6608
6609 void R_UpdateFog(void)
6610 {
6611         // Nehahra fog
6612         if (gamemode == GAME_NEHAHRA)
6613         {
6614                 if (gl_fogenable.integer)
6615                 {
6616                         r_refdef.oldgl_fogenable = true;
6617                         r_refdef.fog_density = gl_fogdensity.value;
6618                         r_refdef.fog_red = gl_fogred.value;
6619                         r_refdef.fog_green = gl_foggreen.value;
6620                         r_refdef.fog_blue = gl_fogblue.value;
6621                         r_refdef.fog_alpha = 1;
6622                         r_refdef.fog_start = 0;
6623                         r_refdef.fog_end = gl_skyclip.value;
6624                         r_refdef.fog_height = 1<<30;
6625                         r_refdef.fog_fadedepth = 128;
6626                 }
6627                 else if (r_refdef.oldgl_fogenable)
6628                 {
6629                         r_refdef.oldgl_fogenable = false;
6630                         r_refdef.fog_density = 0;
6631                         r_refdef.fog_red = 0;
6632                         r_refdef.fog_green = 0;
6633                         r_refdef.fog_blue = 0;
6634                         r_refdef.fog_alpha = 0;
6635                         r_refdef.fog_start = 0;
6636                         r_refdef.fog_end = 0;
6637                         r_refdef.fog_height = 1<<30;
6638                         r_refdef.fog_fadedepth = 128;
6639                 }
6640         }
6641
6642         // fog parms
6643         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6644         r_refdef.fog_start = max(0, r_refdef.fog_start);
6645         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6646
6647         if (r_refdef.fog_density && r_drawfog.integer)
6648         {
6649                 r_refdef.fogenabled = true;
6650                 // this is the point where the fog reaches 0.9986 alpha, which we
6651                 // consider a good enough cutoff point for the texture
6652                 // (0.9986 * 256 == 255.6)
6653                 if (r_fog_exp2.integer)
6654                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6655                 else
6656                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6657                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6658                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6659                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6660                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6661                         R_BuildFogHeightTexture();
6662                 // fog color was already set
6663                 // update the fog texture
6664                 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)
6665                         R_BuildFogTexture();
6666                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6667                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6668         }
6669         else
6670                 r_refdef.fogenabled = false;
6671
6672         // fog color
6673         if (r_refdef.fog_density)
6674         {
6675                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6676                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6677                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6678
6679                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6680                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6681                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6682                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6683
6684                 {
6685                         vec3_t fogvec;
6686                         VectorCopy(r_refdef.fogcolor, fogvec);
6687                         //   color.rgb *= ContrastBoost * SceneBrightness;
6688                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6689                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6690                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6691                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6692                 }
6693         }
6694 }
6695
6696 void R_UpdateVariables(void)
6697 {
6698         R_Textures_Frame();
6699
6700         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6701
6702         r_refdef.farclip = r_farclip_base.value;
6703         if (r_refdef.scene.worldmodel)
6704                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6705         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6706
6707         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6708                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6709         r_refdef.polygonfactor = 0;
6710         r_refdef.polygonoffset = 0;
6711         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6712         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6713
6714         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6715         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6716         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6717         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6718         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6719         if (FAKELIGHT_ENABLED)
6720         {
6721                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6722         }
6723         if (r_showsurfaces.integer)
6724         {
6725                 r_refdef.scene.rtworld = false;
6726                 r_refdef.scene.rtworldshadows = false;
6727                 r_refdef.scene.rtdlight = false;
6728                 r_refdef.scene.rtdlightshadows = false;
6729                 r_refdef.lightmapintensity = 0;
6730         }
6731
6732         switch(vid.renderpath)
6733         {
6734         case RENDERPATH_GL20:
6735         case RENDERPATH_D3D9:
6736         case RENDERPATH_D3D10:
6737         case RENDERPATH_D3D11:
6738         case RENDERPATH_SOFT:
6739         case RENDERPATH_GLES2:
6740                 if(v_glslgamma.integer && !vid_gammatables_trivial)
6741                 {
6742                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6743                         {
6744                                 // build GLSL gamma texture
6745 #define RAMPWIDTH 256
6746                                 unsigned short ramp[RAMPWIDTH * 3];
6747                                 unsigned char rampbgr[RAMPWIDTH][4];
6748                                 int i;
6749
6750                                 r_texture_gammaramps_serial = vid_gammatables_serial;
6751
6752                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6753                                 for(i = 0; i < RAMPWIDTH; ++i)
6754                                 {
6755                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6756                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6757                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6758                                         rampbgr[i][3] = 0;
6759                                 }
6760                                 if (r_texture_gammaramps)
6761                                 {
6762                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6763                                 }
6764                                 else
6765                                 {
6766                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6767                                 }
6768                         }
6769                 }
6770                 else
6771                 {
6772                         // remove GLSL gamma texture
6773                 }
6774                 break;
6775         case RENDERPATH_GL11:
6776         case RENDERPATH_GL13:
6777         case RENDERPATH_GLES1:
6778                 break;
6779         }
6780 }
6781
6782 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6783 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6784 /*
6785 ================
6786 R_SelectScene
6787 ================
6788 */
6789 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6790         if( scenetype != r_currentscenetype ) {
6791                 // store the old scenetype
6792                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6793                 r_currentscenetype = scenetype;
6794                 // move in the new scene
6795                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6796         }
6797 }
6798
6799 /*
6800 ================
6801 R_GetScenePointer
6802 ================
6803 */
6804 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6805 {
6806         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6807         if( scenetype == r_currentscenetype ) {
6808                 return &r_refdef.scene;
6809         } else {
6810                 return &r_scenes_store[ scenetype ];
6811         }
6812 }
6813
6814 int R_SortEntities_Compare(const void *ap, const void *bp)
6815 {
6816         const entity_render_t *a = *(const entity_render_t **)ap;
6817         const entity_render_t *b = *(const entity_render_t **)bp;
6818
6819         // 1. compare model
6820         if(a->model < b->model)
6821                 return -1;
6822         if(a->model > b->model)
6823                 return +1;
6824
6825         // 2. compare skin
6826         // TODO possibly calculate the REAL skinnum here first using
6827         // skinscenes?
6828         if(a->skinnum < b->skinnum)
6829                 return -1;
6830         if(a->skinnum > b->skinnum)
6831                 return +1;
6832
6833         // everything we compared is equal
6834         return 0;
6835 }
6836 void R_SortEntities(void)
6837 {
6838         // below or equal 2 ents, sorting never gains anything
6839         if(r_refdef.scene.numentities <= 2)
6840                 return;
6841         // sort
6842         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6843 }
6844
6845 /*
6846 ================
6847 R_RenderView
6848 ================
6849 */
6850 int dpsoftrast_test;
6851 extern void R_Shadow_UpdateBounceGridTexture(void);
6852 extern cvar_t r_shadow_bouncegrid;
6853 void R_RenderView(void)
6854 {
6855         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6856         int fbo;
6857         rtexture_t *depthtexture;
6858         rtexture_t *colortexture;
6859
6860         dpsoftrast_test = r_test.integer;
6861
6862         if (r_timereport_active)
6863                 R_TimeReport("start");
6864         r_textureframe++; // used only by R_GetCurrentTexture
6865         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6866
6867         if(R_CompileShader_CheckStaticParms())
6868                 R_GLSL_Restart_f();
6869
6870         if (!r_drawentities.integer)
6871                 r_refdef.scene.numentities = 0;
6872         else if (r_sortentities.integer)
6873                 R_SortEntities();
6874
6875         R_AnimCache_ClearCache();
6876         R_FrameData_NewFrame();
6877
6878         /* adjust for stereo display */
6879         if(R_Stereo_Active())
6880         {
6881                 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
6882                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6883         }
6884
6885         if (r_refdef.view.isoverlay)
6886         {
6887                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6888                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6889                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6890                 R_TimeReport("depthclear");
6891
6892                 r_refdef.view.showdebug = false;
6893
6894                 r_fb.water.enabled = false;
6895                 r_fb.water.numwaterplanes = 0;
6896
6897                 R_RenderScene(0, NULL, NULL);
6898
6899                 r_refdef.view.matrix = originalmatrix;
6900
6901                 CHECKGLERROR
6902                 return;
6903         }
6904
6905         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6906         {
6907                 r_refdef.view.matrix = originalmatrix;
6908                 return; //Host_Error ("R_RenderView: NULL worldmodel");
6909         }
6910
6911         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6912
6913         R_RenderView_UpdateViewVectors();
6914
6915         R_Shadow_UpdateWorldLightSelection();
6916
6917         R_Bloom_StartFrame();
6918         R_Water_StartFrame();
6919
6920         // now we probably have an fbo to render into
6921         fbo = r_fb.fbo;
6922         depthtexture = r_fb.depthtexture;
6923         colortexture = r_fb.colortexture;
6924
6925         CHECKGLERROR
6926         if (r_timereport_active)
6927                 R_TimeReport("viewsetup");
6928
6929         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6930
6931         if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6932         {
6933                 R_ClearScreen(r_refdef.fogenabled);
6934                 if (r_timereport_active)
6935                         R_TimeReport("viewclear");
6936         }
6937         r_refdef.view.clear = true;
6938
6939         r_refdef.view.showdebug = true;
6940
6941         R_View_Update();
6942         if (r_timereport_active)
6943                 R_TimeReport("visibility");
6944
6945         R_Shadow_UpdateBounceGridTexture();
6946         if (r_timereport_active && r_shadow_bouncegrid.integer)
6947                 R_TimeReport("bouncegrid");
6948
6949         r_fb.water.numwaterplanes = 0;
6950         if (r_fb.water.enabled)
6951                 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6952
6953         R_RenderScene(fbo, depthtexture, colortexture);
6954         r_fb.water.numwaterplanes = 0;
6955
6956         R_BlendView(fbo, depthtexture, colortexture);
6957         if (r_timereport_active)
6958                 R_TimeReport("blendview");
6959
6960         GL_Scissor(0, 0, vid.width, vid.height);
6961         GL_ScissorTest(false);
6962
6963         r_refdef.view.matrix = originalmatrix;
6964
6965         CHECKGLERROR
6966 }
6967
6968 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6969 {
6970         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6971         {
6972                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6973                 if (r_timereport_active)
6974                         R_TimeReport("waterworld");
6975         }
6976
6977         // don't let sound skip if going slow
6978         if (r_refdef.scene.extraupdate)
6979                 S_ExtraUpdate ();
6980
6981         R_DrawModelsAddWaterPlanes();
6982         if (r_timereport_active)
6983                 R_TimeReport("watermodels");
6984
6985         if (r_fb.water.numwaterplanes)
6986         {
6987                 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6988                 if (r_timereport_active)
6989                         R_TimeReport("waterscenes");
6990         }
6991 }
6992
6993 extern void R_DrawLightningBeams (void);
6994 extern void VM_CL_AddPolygonsToMeshQueue (void);
6995 extern void R_DrawPortals (void);
6996 extern cvar_t cl_locs_show;
6997 static void R_DrawLocs(void);
6998 static void R_DrawEntityBBoxes(void);
6999 static void R_DrawModelDecals(void);
7000 extern cvar_t cl_decals_newsystem;
7001 extern qboolean r_shadow_usingdeferredprepass;
7002 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7003 {
7004         qboolean shadowmapping = false;
7005
7006         if (r_timereport_active)
7007                 R_TimeReport("beginscene");
7008
7009         r_refdef.stats.renders++;
7010
7011         R_UpdateFog();
7012
7013         // don't let sound skip if going slow
7014         if (r_refdef.scene.extraupdate)
7015                 S_ExtraUpdate ();
7016
7017         R_MeshQueue_BeginScene();
7018
7019         R_SkyStartFrame();
7020
7021         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);
7022
7023         if (r_timereport_active)
7024                 R_TimeReport("skystartframe");
7025
7026         if (cl.csqc_vidvars.drawworld)
7027         {
7028                 // don't let sound skip if going slow
7029                 if (r_refdef.scene.extraupdate)
7030                         S_ExtraUpdate ();
7031
7032                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7033                 {
7034                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7035                         if (r_timereport_active)
7036                                 R_TimeReport("worldsky");
7037                 }
7038
7039                 if (R_DrawBrushModelsSky() && r_timereport_active)
7040                         R_TimeReport("bmodelsky");
7041
7042                 if (skyrendermasked && skyrenderlater)
7043                 {
7044                         // we have to force off the water clipping plane while rendering sky
7045                         R_SetupView(false, fbo, depthtexture, colortexture);
7046                         R_Sky();
7047                         R_SetupView(true, fbo, depthtexture, colortexture);
7048                         if (r_timereport_active)
7049                                 R_TimeReport("sky");
7050                 }
7051         }
7052
7053         R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7054         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7055                 R_Shadow_PrepareModelShadows();
7056         if (r_timereport_active)
7057                 R_TimeReport("preparelights");
7058
7059         if (R_Shadow_ShadowMappingEnabled())
7060                 shadowmapping = true;
7061
7062         if (r_shadow_usingdeferredprepass)
7063                 R_Shadow_DrawPrepass();
7064
7065         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7066         {
7067                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7068                 if (r_timereport_active)
7069                         R_TimeReport("worlddepth");
7070         }
7071         if (r_depthfirst.integer >= 2)
7072         {
7073                 R_DrawModelsDepth();
7074                 if (r_timereport_active)
7075                         R_TimeReport("modeldepth");
7076         }
7077
7078         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7079         {
7080                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7081                 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7082                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7083                 // don't let sound skip if going slow
7084                 if (r_refdef.scene.extraupdate)
7085                         S_ExtraUpdate ();
7086         }
7087
7088         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7089         {
7090                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7091                 if (r_timereport_active)
7092                         R_TimeReport("world");
7093         }
7094
7095         // don't let sound skip if going slow
7096         if (r_refdef.scene.extraupdate)
7097                 S_ExtraUpdate ();
7098
7099         R_DrawModels();
7100         if (r_timereport_active)
7101                 R_TimeReport("models");
7102
7103         // don't let sound skip if going slow
7104         if (r_refdef.scene.extraupdate)
7105                 S_ExtraUpdate ();
7106
7107         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7108         {
7109                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7110                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7111                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7112                 // don't let sound skip if going slow
7113                 if (r_refdef.scene.extraupdate)
7114                         S_ExtraUpdate ();
7115         }
7116
7117         if (!r_shadow_usingdeferredprepass)
7118         {
7119                 R_Shadow_DrawLights();
7120                 if (r_timereport_active)
7121                         R_TimeReport("rtlights");
7122         }
7123
7124         // don't let sound skip if going slow
7125         if (r_refdef.scene.extraupdate)
7126                 S_ExtraUpdate ();
7127
7128         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7129         {
7130                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7131                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7132                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7133                 // don't let sound skip if going slow
7134                 if (r_refdef.scene.extraupdate)
7135                         S_ExtraUpdate ();
7136         }
7137
7138         if (cl.csqc_vidvars.drawworld)
7139         {
7140                 if (cl_decals_newsystem.integer)
7141                 {
7142                         R_DrawModelDecals();
7143                         if (r_timereport_active)
7144                                 R_TimeReport("modeldecals");
7145                 }
7146                 else
7147                 {
7148                         R_DrawDecals();
7149                         if (r_timereport_active)
7150                                 R_TimeReport("decals");
7151                 }
7152
7153                 R_DrawParticles();
7154                 if (r_timereport_active)
7155                         R_TimeReport("particles");
7156
7157                 R_DrawExplosions();
7158                 if (r_timereport_active)
7159                         R_TimeReport("explosions");
7160
7161                 R_DrawLightningBeams();
7162                 if (r_timereport_active)
7163                         R_TimeReport("lightning");
7164         }
7165
7166         VM_CL_AddPolygonsToMeshQueue();
7167
7168         if (r_refdef.view.showdebug)
7169         {
7170                 if (cl_locs_show.integer)
7171                 {
7172                         R_DrawLocs();
7173                         if (r_timereport_active)
7174                                 R_TimeReport("showlocs");
7175                 }
7176
7177                 if (r_drawportals.integer)
7178                 {
7179                         R_DrawPortals();
7180                         if (r_timereport_active)
7181                                 R_TimeReport("portals");
7182                 }
7183
7184                 if (r_showbboxes.value > 0)
7185                 {
7186                         R_DrawEntityBBoxes();
7187                         if (r_timereport_active)
7188                                 R_TimeReport("bboxes");
7189                 }
7190         }
7191
7192         if (r_transparent.integer)
7193         {
7194                 R_MeshQueue_RenderTransparent();
7195                 if (r_timereport_active)
7196                         R_TimeReport("drawtrans");
7197         }
7198
7199         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 || r_showoverdraw.value > 0))
7200         {
7201                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7202                 if (r_timereport_active)
7203                         R_TimeReport("worlddebug");
7204                 R_DrawModelsDebug();
7205                 if (r_timereport_active)
7206                         R_TimeReport("modeldebug");
7207         }
7208
7209         if (cl.csqc_vidvars.drawworld)
7210         {
7211                 R_Shadow_DrawCoronas();
7212                 if (r_timereport_active)
7213                         R_TimeReport("coronas");
7214         }
7215
7216 #if 0
7217         {
7218                 GL_DepthTest(false);
7219                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7220                 GL_Color(1, 1, 1, 1);
7221                 qglBegin(GL_POLYGON);
7222                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7223                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7224                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7225                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7226                 qglEnd();
7227                 qglBegin(GL_POLYGON);
7228                 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7229                 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7230                 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7231                 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7232                 qglEnd();
7233                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7234         }
7235 #endif
7236
7237         // don't let sound skip if going slow
7238         if (r_refdef.scene.extraupdate)
7239                 S_ExtraUpdate ();
7240 }
7241
7242 static const unsigned short bboxelements[36] =
7243 {
7244         5, 1, 3, 5, 3, 7,
7245         6, 2, 0, 6, 0, 4,
7246         7, 3, 2, 7, 2, 6,
7247         4, 0, 1, 4, 1, 5,
7248         4, 5, 7, 4, 7, 6,
7249         1, 0, 2, 1, 2, 3,
7250 };
7251
7252 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7253 {
7254         int i;
7255         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7256
7257         RSurf_ActiveWorldEntity();
7258
7259         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7260         GL_DepthMask(false);
7261         GL_DepthRange(0, 1);
7262         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7263 //      R_Mesh_ResetTextureState();
7264
7265         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7266         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7267         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7268         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7269         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7270         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7271         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7272         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7273         R_FillColors(color4f, 8, cr, cg, cb, ca);
7274         if (r_refdef.fogenabled)
7275         {
7276                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7277                 {
7278                         f1 = RSurf_FogVertex(v);
7279                         f2 = 1 - f1;
7280                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7281                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7282                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7283                 }
7284         }
7285         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7286         R_Mesh_ResetTextureState();
7287         R_SetupShader_Generic_NoTexture(false, false);
7288         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7289 }
7290
7291 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7292 {
7293         int i;
7294         float color[4];
7295         prvm_edict_t *edict;
7296         prvm_prog_t *prog_save = prog;
7297
7298         // this function draws bounding boxes of server entities
7299         if (!sv.active)
7300                 return;
7301
7302         GL_CullFace(GL_NONE);
7303         R_SetupShader_Generic_NoTexture(false, false);
7304
7305         prog = 0;
7306         SV_VM_Begin();
7307         for (i = 0;i < numsurfaces;i++)
7308         {
7309                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7310                 switch ((int)PRVM_serveredictfloat(edict, solid))
7311                 {
7312                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7313                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7314                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7315                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7316                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7317                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7318                 }
7319                 color[3] *= r_showbboxes.value;
7320                 color[3] = bound(0, color[3], 1);
7321                 GL_DepthTest(!r_showdisabledepthtest.integer);
7322                 GL_CullFace(r_refdef.view.cullface_front);
7323                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7324         }
7325         SV_VM_End();
7326         prog = prog_save;
7327 }
7328
7329 static void R_DrawEntityBBoxes(void)
7330 {
7331         int i;
7332         prvm_edict_t *edict;
7333         vec3_t center;
7334         prvm_prog_t *prog_save = prog;
7335
7336         // this function draws bounding boxes of server entities
7337         if (!sv.active)
7338                 return;
7339
7340         prog = 0;
7341         SV_VM_Begin();
7342         for (i = 0;i < prog->num_edicts;i++)
7343         {
7344                 edict = PRVM_EDICT_NUM(i);
7345                 if (edict->priv.server->free)
7346                         continue;
7347                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7348                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7349                         continue;
7350                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7351                         continue;
7352                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7353                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7354         }
7355         SV_VM_End();
7356         prog = prog_save;
7357 }
7358
7359 static const int nomodelelement3i[24] =
7360 {
7361         5, 2, 0,
7362         5, 1, 2,
7363         5, 0, 3,
7364         5, 3, 1,
7365         0, 2, 4,
7366         2, 1, 4,
7367         3, 0, 4,
7368         1, 3, 4
7369 };
7370
7371 static const unsigned short nomodelelement3s[24] =
7372 {
7373         5, 2, 0,
7374         5, 1, 2,
7375         5, 0, 3,
7376         5, 3, 1,
7377         0, 2, 4,
7378         2, 1, 4,
7379         3, 0, 4,
7380         1, 3, 4
7381 };
7382
7383 static const float nomodelvertex3f[6*3] =
7384 {
7385         -16,   0,   0,
7386          16,   0,   0,
7387           0, -16,   0,
7388           0,  16,   0,
7389           0,   0, -16,
7390           0,   0,  16
7391 };
7392
7393 static const float nomodelcolor4f[6*4] =
7394 {
7395         0.0f, 0.0f, 0.5f, 1.0f,
7396         0.0f, 0.0f, 0.5f, 1.0f,
7397         0.0f, 0.5f, 0.0f, 1.0f,
7398         0.0f, 0.5f, 0.0f, 1.0f,
7399         0.5f, 0.0f, 0.0f, 1.0f,
7400         0.5f, 0.0f, 0.0f, 1.0f
7401 };
7402
7403 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7404 {
7405         int i;
7406         float f1, f2, *c;
7407         float color4f[6*4];
7408
7409         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);
7410
7411         // this is only called once per entity so numsurfaces is always 1, and
7412         // surfacelist is always {0}, so this code does not handle batches
7413
7414         if (rsurface.ent_flags & RENDER_ADDITIVE)
7415         {
7416                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7417                 GL_DepthMask(false);
7418         }
7419         else if (rsurface.colormod[3] < 1)
7420         {
7421                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7422                 GL_DepthMask(false);
7423         }
7424         else
7425         {
7426                 GL_BlendFunc(GL_ONE, GL_ZERO);
7427                 GL_DepthMask(true);
7428         }
7429         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7430         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7431         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7432         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7433         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7434         for (i = 0, c = color4f;i < 6;i++, c += 4)
7435         {
7436                 c[0] *= rsurface.colormod[0];
7437                 c[1] *= rsurface.colormod[1];
7438                 c[2] *= rsurface.colormod[2];
7439                 c[3] *= rsurface.colormod[3];
7440         }
7441         if (r_refdef.fogenabled)
7442         {
7443                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7444                 {
7445                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7446                         f2 = 1 - f1;
7447                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7448                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7449                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7450                 }
7451         }
7452 //      R_Mesh_ResetTextureState();
7453         R_SetupShader_Generic_NoTexture(false, false);
7454         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7455         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7456 }
7457
7458 void R_DrawNoModel(entity_render_t *ent)
7459 {
7460         vec3_t org;
7461         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7462         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7463                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7464         else
7465                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7466 }
7467
7468 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7469 {
7470         vec3_t right1, right2, diff, normal;
7471
7472         VectorSubtract (org2, org1, normal);
7473
7474         // calculate 'right' vector for start
7475         VectorSubtract (r_refdef.view.origin, org1, diff);
7476         CrossProduct (normal, diff, right1);
7477         VectorNormalize (right1);
7478
7479         // calculate 'right' vector for end
7480         VectorSubtract (r_refdef.view.origin, org2, diff);
7481         CrossProduct (normal, diff, right2);
7482         VectorNormalize (right2);
7483
7484         vert[ 0] = org1[0] + width * right1[0];
7485         vert[ 1] = org1[1] + width * right1[1];
7486         vert[ 2] = org1[2] + width * right1[2];
7487         vert[ 3] = org1[0] - width * right1[0];
7488         vert[ 4] = org1[1] - width * right1[1];
7489         vert[ 5] = org1[2] - width * right1[2];
7490         vert[ 6] = org2[0] - width * right2[0];
7491         vert[ 7] = org2[1] - width * right2[1];
7492         vert[ 8] = org2[2] - width * right2[2];
7493         vert[ 9] = org2[0] + width * right2[0];
7494         vert[10] = org2[1] + width * right2[1];
7495         vert[11] = org2[2] + width * right2[2];
7496 }
7497
7498 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)
7499 {
7500         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7501         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7502         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7503         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7504         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7505         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7506         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7507         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7508         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7509         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7510         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7511         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7512 }
7513
7514 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7515 {
7516         int i;
7517         float *vertex3f;
7518         float v[3];
7519         VectorSet(v, x, y, z);
7520         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7521                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7522                         break;
7523         if (i == mesh->numvertices)
7524         {
7525                 if (mesh->numvertices < mesh->maxvertices)
7526                 {
7527                         VectorCopy(v, vertex3f);
7528                         mesh->numvertices++;
7529                 }
7530                 return mesh->numvertices;
7531         }
7532         else
7533                 return i;
7534 }
7535
7536 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7537 {
7538         int i;
7539         int *e, element[3];
7540         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7541         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7542         e = mesh->element3i + mesh->numtriangles * 3;
7543         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7544         {
7545                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7546                 if (mesh->numtriangles < mesh->maxtriangles)
7547                 {
7548                         *e++ = element[0];
7549                         *e++ = element[1];
7550                         *e++ = element[2];
7551                         mesh->numtriangles++;
7552                 }
7553                 element[1] = element[2];
7554         }
7555 }
7556
7557 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7558 {
7559         int i;
7560         int *e, element[3];
7561         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7562         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7563         e = mesh->element3i + mesh->numtriangles * 3;
7564         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7565         {
7566                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7567                 if (mesh->numtriangles < mesh->maxtriangles)
7568                 {
7569                         *e++ = element[0];
7570                         *e++ = element[1];
7571                         *e++ = element[2];
7572                         mesh->numtriangles++;
7573                 }
7574                 element[1] = element[2];
7575         }
7576 }
7577
7578 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7579 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7580 {
7581         int planenum, planenum2;
7582         int w;
7583         int tempnumpoints;
7584         mplane_t *plane, *plane2;
7585         double maxdist;
7586         double temppoints[2][256*3];
7587         // figure out how large a bounding box we need to properly compute this brush
7588         maxdist = 0;
7589         for (w = 0;w < numplanes;w++)
7590                 maxdist = max(maxdist, fabs(planes[w].dist));
7591         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7592         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7593         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7594         {
7595                 w = 0;
7596                 tempnumpoints = 4;
7597                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7598                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7599                 {
7600                         if (planenum2 == planenum)
7601                                 continue;
7602                         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);
7603                         w = !w;
7604                 }
7605                 if (tempnumpoints < 3)
7606                         continue;
7607                 // generate elements forming a triangle fan for this polygon
7608                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7609         }
7610 }
7611
7612 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)
7613 {
7614         texturelayer_t *layer;
7615         layer = t->currentlayers + t->currentnumlayers++;
7616         layer->type = type;
7617         layer->depthmask = depthmask;
7618         layer->blendfunc1 = blendfunc1;
7619         layer->blendfunc2 = blendfunc2;
7620         layer->texture = texture;
7621         layer->texmatrix = *matrix;
7622         layer->color[0] = r;
7623         layer->color[1] = g;
7624         layer->color[2] = b;
7625         layer->color[3] = a;
7626 }
7627
7628 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7629 {
7630         if(parms[0] == 0 && parms[1] == 0)
7631                 return false;
7632         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7633                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7634                         return false;
7635         return true;
7636 }
7637
7638 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7639 {
7640         double index, f;
7641         index = parms[2] + rsurface.shadertime * parms[3];
7642         index -= floor(index);
7643         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7644         {
7645         default:
7646         case Q3WAVEFUNC_NONE:
7647         case Q3WAVEFUNC_NOISE:
7648         case Q3WAVEFUNC_COUNT:
7649                 f = 0;
7650                 break;
7651         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7652         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7653         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7654         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7655         case Q3WAVEFUNC_TRIANGLE:
7656                 index *= 4;
7657                 f = index - floor(index);
7658                 if (index < 1)
7659                 {
7660                         // f = f;
7661                 }
7662                 else if (index < 2)
7663                         f = 1 - f;
7664                 else if (index < 3)
7665                         f = -f;
7666                 else
7667                         f = -(1 - f);
7668                 break;
7669         }
7670         f = parms[0] + parms[1] * f;
7671         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7672                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7673         return (float) f;
7674 }
7675
7676 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7677 {
7678         int w, h, idx;
7679         double f;
7680         double offsetd[2];
7681         float tcmat[12];
7682         matrix4x4_t matrix, temp;
7683         switch(tcmod->tcmod)
7684         {
7685                 case Q3TCMOD_COUNT:
7686                 case Q3TCMOD_NONE:
7687                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7688                                 matrix = r_waterscrollmatrix;
7689                         else
7690                                 matrix = identitymatrix;
7691                         break;
7692                 case Q3TCMOD_ENTITYTRANSLATE:
7693                         // this is used in Q3 to allow the gamecode to control texcoord
7694                         // scrolling on the entity, which is not supported in darkplaces yet.
7695                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7696                         break;
7697                 case Q3TCMOD_ROTATE:
7698                         f = tcmod->parms[0] * rsurface.shadertime;
7699                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7700                         Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7701                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7702                         break;
7703                 case Q3TCMOD_SCALE:
7704                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7705                         break;
7706                 case Q3TCMOD_SCROLL:
7707                         // extra care is needed because of precision breakdown with large values of time
7708                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7709                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7710                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7711                         break;
7712                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7713                         w = (int) tcmod->parms[0];
7714                         h = (int) tcmod->parms[1];
7715                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7716                         f = f - floor(f);
7717                         idx = (int) floor(f * w * h);
7718                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7719                         break;
7720                 case Q3TCMOD_STRETCH:
7721                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7722                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7723                         break;
7724                 case Q3TCMOD_TRANSFORM:
7725                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
7726                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
7727                         VectorSet(tcmat +  6, 0                   , 0                , 1);
7728                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
7729                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7730                         break;
7731                 case Q3TCMOD_TURBULENT:
7732                         // this is handled in the RSurf_PrepareVertices function
7733                         matrix = identitymatrix;
7734                         break;
7735         }
7736         temp = *texmatrix;
7737         Matrix4x4_Concat(texmatrix, &matrix, &temp);
7738 }
7739
7740 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7741 {
7742         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7743         char name[MAX_QPATH];
7744         skinframe_t *skinframe;
7745         unsigned char pixels[296*194];
7746         strlcpy(cache->name, skinname, sizeof(cache->name));
7747         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7748         if (developer_loading.integer)
7749                 Con_Printf("loading %s\n", name);
7750         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7751         if (!skinframe || !skinframe->base)
7752         {
7753                 unsigned char *f;
7754                 fs_offset_t filesize;
7755                 skinframe = NULL;
7756                 f = FS_LoadFile(name, tempmempool, true, &filesize);
7757                 if (f)
7758                 {
7759                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7760                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7761                         Mem_Free(f);
7762                 }
7763         }
7764         cache->skinframe = skinframe;
7765 }
7766
7767 texture_t *R_GetCurrentTexture(texture_t *t)
7768 {
7769         int i;
7770         const entity_render_t *ent = rsurface.entity;
7771         dp_model_t *model = ent->model;
7772         q3shaderinfo_layer_tcmod_t *tcmod;
7773
7774         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7775                 return t->currentframe;
7776         t->update_lastrenderframe = r_textureframe;
7777         t->update_lastrenderentity = (void *)ent;
7778
7779         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7780                 t->camera_entity = ent->entitynumber;
7781         else
7782                 t->camera_entity = 0;
7783
7784         // switch to an alternate material if this is a q1bsp animated material
7785         {
7786                 texture_t *texture = t;
7787                 int s = rsurface.ent_skinnum;
7788                 if ((unsigned int)s >= (unsigned int)model->numskins)
7789                         s = 0;
7790                 if (model->skinscenes)
7791                 {
7792                         if (model->skinscenes[s].framecount > 1)
7793                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7794                         else
7795                                 s = model->skinscenes[s].firstframe;
7796                 }
7797                 if (s > 0)
7798                         t = t + s * model->num_surfaces;
7799                 if (t->animated)
7800                 {
7801                         // use an alternate animation if the entity's frame is not 0,
7802                         // and only if the texture has an alternate animation
7803                         if (rsurface.ent_alttextures && t->anim_total[1])
7804                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7805                         else
7806                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7807                 }
7808                 texture->currentframe = t;
7809         }
7810
7811         // update currentskinframe to be a qw skin or animation frame
7812         if (rsurface.ent_qwskin >= 0)
7813         {
7814                 i = rsurface.ent_qwskin;
7815                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7816                 {
7817                         r_qwskincache_size = cl.maxclients;
7818                         if (r_qwskincache)
7819                                 Mem_Free(r_qwskincache);
7820                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7821                 }
7822                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7823                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7824                 t->currentskinframe = r_qwskincache[i].skinframe;
7825                 if (t->currentskinframe == NULL)
7826                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7827         }
7828         else if (t->numskinframes >= 2)
7829                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7830         if (t->backgroundnumskinframes >= 2)
7831                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7832
7833         t->currentmaterialflags = t->basematerialflags;
7834         t->currentalpha = rsurface.colormod[3];
7835         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7836                 t->currentalpha *= r_wateralpha.value;
7837         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7838                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7839         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7840                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7841         if (!(rsurface.ent_flags & RENDER_LIGHT))
7842                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7843         else if (FAKELIGHT_ENABLED)
7844         {
7845                 // no modellight if using fakelight for the map
7846         }
7847         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7848         {
7849                 // pick a model lighting mode
7850                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7851                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7852                 else
7853                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7854         }
7855         if (rsurface.ent_flags & RENDER_ADDITIVE)
7856                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7857         else if (t->currentalpha < 1)
7858                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7859         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7860         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7861                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7862         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7863                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7864         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7865                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7866         if (t->backgroundnumskinframes)
7867                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7868         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7869         {
7870                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7871                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7872         }
7873         else
7874                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7875         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7876         {
7877                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7878                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7879         }
7880         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7881                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7882
7883         // there is no tcmod
7884         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7885         {
7886                 t->currenttexmatrix = r_waterscrollmatrix;
7887                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7888         }
7889         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7890         {
7891                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7892                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7893         }
7894
7895         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7896                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7897         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7898                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7899
7900         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7901         if (t->currentskinframe->qpixels)
7902                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7903         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7904         if (!t->basetexture)
7905                 t->basetexture = r_texture_notexture;
7906         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7907         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7908         t->nmaptexture = t->currentskinframe->nmap;
7909         if (!t->nmaptexture)
7910                 t->nmaptexture = r_texture_blanknormalmap;
7911         t->glosstexture = r_texture_black;
7912         t->glowtexture = t->currentskinframe->glow;
7913         t->fogtexture = t->currentskinframe->fog;
7914         t->reflectmasktexture = t->currentskinframe->reflect;
7915         if (t->backgroundnumskinframes)
7916         {
7917                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7918                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7919                 t->backgroundglosstexture = r_texture_black;
7920                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7921                 if (!t->backgroundnmaptexture)
7922                         t->backgroundnmaptexture = r_texture_blanknormalmap;
7923         }
7924         else
7925         {
7926                 t->backgroundbasetexture = r_texture_white;
7927                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7928                 t->backgroundglosstexture = r_texture_black;
7929                 t->backgroundglowtexture = NULL;
7930         }
7931         t->specularpower = r_shadow_glossexponent.value;
7932         // TODO: store reference values for these in the texture?
7933         t->specularscale = 0;
7934         if (r_shadow_gloss.integer > 0)
7935         {
7936                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7937                 {
7938                         if (r_shadow_glossintensity.value > 0)
7939                         {
7940                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7941                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7942                                 t->specularscale = r_shadow_glossintensity.value;
7943                         }
7944                 }
7945                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7946                 {
7947                         t->glosstexture = r_texture_white;
7948                         t->backgroundglosstexture = r_texture_white;
7949                         t->specularscale = r_shadow_gloss2intensity.value;
7950                         t->specularpower = r_shadow_gloss2exponent.value;
7951                 }
7952         }
7953         t->specularscale *= t->specularscalemod;
7954         t->specularpower *= t->specularpowermod;
7955         t->rtlightambient = 0;
7956
7957         // lightmaps mode looks bad with dlights using actual texturing, so turn
7958         // off the colormap and glossmap, but leave the normalmap on as it still
7959         // accurately represents the shading involved
7960         if (gl_lightmaps.integer)
7961         {
7962                 t->basetexture = r_texture_grey128;
7963                 t->pantstexture = r_texture_black;
7964                 t->shirttexture = r_texture_black;
7965                 t->nmaptexture = r_texture_blanknormalmap;
7966                 t->glosstexture = r_texture_black;
7967                 t->glowtexture = NULL;
7968                 t->fogtexture = NULL;
7969                 t->reflectmasktexture = NULL;
7970                 t->backgroundbasetexture = NULL;
7971                 t->backgroundnmaptexture = r_texture_blanknormalmap;
7972                 t->backgroundglosstexture = r_texture_black;
7973                 t->backgroundglowtexture = NULL;
7974                 t->specularscale = 0;
7975                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7976         }
7977
7978         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7979         VectorClear(t->dlightcolor);
7980         t->currentnumlayers = 0;
7981         if (t->currentmaterialflags & MATERIALFLAG_WALL)
7982         {
7983                 int blendfunc1, blendfunc2;
7984                 qboolean depthmask;
7985                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7986                 {
7987                         blendfunc1 = GL_SRC_ALPHA;
7988                         blendfunc2 = GL_ONE;
7989                 }
7990                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7991                 {
7992                         blendfunc1 = GL_SRC_ALPHA;
7993                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7994                 }
7995                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7996                 {
7997                         blendfunc1 = t->customblendfunc[0];
7998                         blendfunc2 = t->customblendfunc[1];
7999                 }
8000                 else
8001                 {
8002                         blendfunc1 = GL_ONE;
8003                         blendfunc2 = GL_ZERO;
8004                 }
8005                 // don't colormod evilblend textures
8006                 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
8007                         VectorSet(t->lightmapcolor, 1, 1, 1);
8008                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8009                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8010                 {
8011                         // fullbright is not affected by r_refdef.lightmapintensity
8012                         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]);
8013                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8014                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &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]);
8015                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8016                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &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]);
8017                 }
8018                 else
8019                 {
8020                         vec3_t ambientcolor;
8021                         float colorscale;
8022                         // set the color tint used for lights affecting this surface
8023                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8024                         colorscale = 2;
8025                         // q3bsp has no lightmap updates, so the lightstylevalue that
8026                         // would normally be baked into the lightmap must be
8027                         // applied to the color
8028                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8029                         if (model->type == mod_brushq3)
8030                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8031                         colorscale *= r_refdef.lightmapintensity;
8032                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8033                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8034                         // basic lit geometry
8035                         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]);
8036                         // add pants/shirt if needed
8037                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8038                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &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]);
8039                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8040                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &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]);
8041                         // now add ambient passes if needed
8042                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8043                         {
8044                                 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]);
8045                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8046                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8047                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8048                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8049                         }
8050                 }
8051                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8052                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8053                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8054                 {
8055                         // if this is opaque use alpha blend which will darken the earlier
8056                         // passes cheaply.
8057                         //
8058                         // if this is an alpha blended material, all the earlier passes
8059                         // were darkened by fog already, so we only need to add the fog
8060                         // color ontop through the fog mask texture
8061                         //
8062                         // if this is an additive blended material, all the earlier passes
8063                         // were darkened by fog already, and we should not add fog color
8064                         // (because the background was not darkened, there is no fog color
8065                         // that was lost behind it).
8066                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8067                 }
8068         }
8069
8070         return t->currentframe;
8071 }
8072
8073 rsurfacestate_t rsurface;
8074
8075 void RSurf_ActiveWorldEntity(void)
8076 {
8077         dp_model_t *model = r_refdef.scene.worldmodel;
8078         //if (rsurface.entity == r_refdef.scene.worldentity)
8079         //      return;
8080         rsurface.entity = r_refdef.scene.worldentity;
8081         rsurface.skeleton = NULL;
8082         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8083         rsurface.ent_skinnum = 0;
8084         rsurface.ent_qwskin = -1;
8085         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8086         rsurface.shadertime = r_refdef.scene.time;
8087         rsurface.matrix = identitymatrix;
8088         rsurface.inversematrix = identitymatrix;
8089         rsurface.matrixscale = 1;
8090         rsurface.inversematrixscale = 1;
8091         R_EntityMatrix(&identitymatrix);
8092         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8093         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8094         rsurface.fograngerecip = r_refdef.fograngerecip;
8095         rsurface.fogheightfade = r_refdef.fogheightfade;
8096         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8097         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8098         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8099         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8100         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8101         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8102         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8103         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8104         rsurface.colormod[3] = 1;
8105         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8106         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8107         rsurface.frameblend[0].lerp = 1;
8108         rsurface.ent_alttextures = false;
8109         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8110         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8111         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8112         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8113         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8114         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8115         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8116         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8117         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8118         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8119         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8120         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8121         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8122         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8123         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8124         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8125         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8126         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8127         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8128         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8129         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8130         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8131         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8132         rsurface.modelelement3i = model->surfmesh.data_element3i;
8133         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8134         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8135         rsurface.modelelement3s = model->surfmesh.data_element3s;
8136         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8137         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8138         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8139         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8140         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8141         rsurface.modelsurfaces = model->data_surfaces;
8142         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8143         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8144         rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8145         rsurface.modelgeneratedvertex = false;
8146         rsurface.batchgeneratedvertex = false;
8147         rsurface.batchfirstvertex = 0;
8148         rsurface.batchnumvertices = 0;
8149         rsurface.batchfirsttriangle = 0;
8150         rsurface.batchnumtriangles = 0;
8151         rsurface.batchvertex3f  = NULL;
8152         rsurface.batchvertex3f_vertexbuffer = NULL;
8153         rsurface.batchvertex3f_bufferoffset = 0;
8154         rsurface.batchsvector3f = NULL;
8155         rsurface.batchsvector3f_vertexbuffer = NULL;
8156         rsurface.batchsvector3f_bufferoffset = 0;
8157         rsurface.batchtvector3f = NULL;
8158         rsurface.batchtvector3f_vertexbuffer = NULL;
8159         rsurface.batchtvector3f_bufferoffset = 0;
8160         rsurface.batchnormal3f  = NULL;
8161         rsurface.batchnormal3f_vertexbuffer = NULL;
8162         rsurface.batchnormal3f_bufferoffset = 0;
8163         rsurface.batchlightmapcolor4f = NULL;
8164         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8165         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8166         rsurface.batchtexcoordtexture2f = NULL;
8167         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8168         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8169         rsurface.batchtexcoordlightmap2f = NULL;
8170         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8171         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8172         rsurface.batchvertexmesh = NULL;
8173         rsurface.batchvertexmeshbuffer = NULL;
8174         rsurface.batchvertex3fbuffer = NULL;
8175         rsurface.batchelement3i = NULL;
8176         rsurface.batchelement3i_indexbuffer = NULL;
8177         rsurface.batchelement3i_bufferoffset = 0;
8178         rsurface.batchelement3s = NULL;
8179         rsurface.batchelement3s_indexbuffer = NULL;
8180         rsurface.batchelement3s_bufferoffset = 0;
8181         rsurface.passcolor4f = NULL;
8182         rsurface.passcolor4f_vertexbuffer = NULL;
8183         rsurface.passcolor4f_bufferoffset = 0;
8184 }
8185
8186 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8187 {
8188         dp_model_t *model = ent->model;
8189         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8190         //      return;
8191         rsurface.entity = (entity_render_t *)ent;
8192         rsurface.skeleton = ent->skeleton;
8193         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8194         rsurface.ent_skinnum = ent->skinnum;
8195         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;
8196         rsurface.ent_flags = ent->flags;
8197         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8198         rsurface.matrix = ent->matrix;
8199         rsurface.inversematrix = ent->inversematrix;
8200         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8201         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8202         R_EntityMatrix(&rsurface.matrix);
8203         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8204         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8205         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8206         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8207         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8208         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8209         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8210         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8211         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8212         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8213         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8214         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8215         rsurface.colormod[3] = ent->alpha;
8216         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8217         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8218         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8219         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8220         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8221         if (ent->model->brush.submodel && !prepass)
8222         {
8223                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8224                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8225         }
8226         if (model->surfmesh.isanimated && model->AnimateVertices)
8227         {
8228                 if (ent->animcache_vertex3f)
8229                 {
8230                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8231                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8232                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8233                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8234                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8235                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8236                         rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8237                 }
8238                 else if (wanttangents)
8239                 {
8240                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8241                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8242                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8243                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8244                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8245                         rsurface.modelvertexmesh = NULL;
8246                         rsurface.modelvertexmeshbuffer = NULL;
8247                         rsurface.modelvertex3fbuffer = NULL;
8248                 }
8249                 else if (wantnormals)
8250                 {
8251                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8252                         rsurface.modelsvector3f = NULL;
8253                         rsurface.modeltvector3f = NULL;
8254                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8255                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8256                         rsurface.modelvertexmesh = NULL;
8257                         rsurface.modelvertexmeshbuffer = NULL;
8258                         rsurface.modelvertex3fbuffer = NULL;
8259                 }
8260                 else
8261                 {
8262                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8263                         rsurface.modelsvector3f = NULL;
8264                         rsurface.modeltvector3f = NULL;
8265                         rsurface.modelnormal3f = NULL;
8266                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8267                         rsurface.modelvertexmesh = NULL;
8268                         rsurface.modelvertexmeshbuffer = NULL;
8269                         rsurface.modelvertex3fbuffer = NULL;
8270                 }
8271                 rsurface.modelvertex3f_vertexbuffer = 0;
8272                 rsurface.modelvertex3f_bufferoffset = 0;
8273                 rsurface.modelsvector3f_vertexbuffer = 0;
8274                 rsurface.modelsvector3f_bufferoffset = 0;
8275                 rsurface.modeltvector3f_vertexbuffer = 0;
8276                 rsurface.modeltvector3f_bufferoffset = 0;
8277                 rsurface.modelnormal3f_vertexbuffer = 0;
8278                 rsurface.modelnormal3f_bufferoffset = 0;
8279                 rsurface.modelgeneratedvertex = true;
8280         }
8281         else
8282         {
8283                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8284                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8285                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8286                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8287                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8288                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8289                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8290                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8291                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8292                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8293                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8294                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8295                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8296                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8297                 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8298                 rsurface.modelgeneratedvertex = false;
8299         }
8300         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8301         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8302         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8303         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8304         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8305         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8306         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8307         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8308         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8309         rsurface.modelelement3i = model->surfmesh.data_element3i;
8310         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8311         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8312         rsurface.modelelement3s = model->surfmesh.data_element3s;
8313         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8314         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8315         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8316         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8317         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8318         rsurface.modelsurfaces = model->data_surfaces;
8319         rsurface.batchgeneratedvertex = false;
8320         rsurface.batchfirstvertex = 0;
8321         rsurface.batchnumvertices = 0;
8322         rsurface.batchfirsttriangle = 0;
8323         rsurface.batchnumtriangles = 0;
8324         rsurface.batchvertex3f  = NULL;
8325         rsurface.batchvertex3f_vertexbuffer = NULL;
8326         rsurface.batchvertex3f_bufferoffset = 0;
8327         rsurface.batchsvector3f = NULL;
8328         rsurface.batchsvector3f_vertexbuffer = NULL;
8329         rsurface.batchsvector3f_bufferoffset = 0;
8330         rsurface.batchtvector3f = NULL;
8331         rsurface.batchtvector3f_vertexbuffer = NULL;
8332         rsurface.batchtvector3f_bufferoffset = 0;
8333         rsurface.batchnormal3f  = NULL;
8334         rsurface.batchnormal3f_vertexbuffer = NULL;
8335         rsurface.batchnormal3f_bufferoffset = 0;
8336         rsurface.batchlightmapcolor4f = NULL;
8337         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8338         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8339         rsurface.batchtexcoordtexture2f = NULL;
8340         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8341         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8342         rsurface.batchtexcoordlightmap2f = NULL;
8343         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8344         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8345         rsurface.batchvertexmesh = NULL;
8346         rsurface.batchvertexmeshbuffer = NULL;
8347         rsurface.batchvertex3fbuffer = NULL;
8348         rsurface.batchelement3i = NULL;
8349         rsurface.batchelement3i_indexbuffer = NULL;
8350         rsurface.batchelement3i_bufferoffset = 0;
8351         rsurface.batchelement3s = NULL;
8352         rsurface.batchelement3s_indexbuffer = NULL;
8353         rsurface.batchelement3s_bufferoffset = 0;
8354         rsurface.passcolor4f = NULL;
8355         rsurface.passcolor4f_vertexbuffer = NULL;
8356         rsurface.passcolor4f_bufferoffset = 0;
8357 }
8358
8359 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)
8360 {
8361         rsurface.entity = r_refdef.scene.worldentity;
8362         rsurface.skeleton = NULL;
8363         rsurface.ent_skinnum = 0;
8364         rsurface.ent_qwskin = -1;
8365         rsurface.ent_flags = entflags;
8366         rsurface.shadertime = r_refdef.scene.time - shadertime;
8367         rsurface.modelnumvertices = numvertices;
8368         rsurface.modelnumtriangles = numtriangles;
8369         rsurface.matrix = *matrix;
8370         rsurface.inversematrix = *inversematrix;
8371         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8372         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8373         R_EntityMatrix(&rsurface.matrix);
8374         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8375         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8376         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8377         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8378         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8379         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8380         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8381         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8382         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8383         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8384         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8385         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8386         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8387         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8388         rsurface.frameblend[0].lerp = 1;
8389         rsurface.ent_alttextures = false;
8390         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8391         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8392         if (wanttangents)
8393         {
8394                 rsurface.modelvertex3f = (float *)vertex3f;
8395                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8396                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8397                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8398         }
8399         else if (wantnormals)
8400         {
8401                 rsurface.modelvertex3f = (float *)vertex3f;
8402                 rsurface.modelsvector3f = NULL;
8403                 rsurface.modeltvector3f = NULL;
8404                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8405         }
8406         else
8407         {
8408                 rsurface.modelvertex3f = (float *)vertex3f;
8409                 rsurface.modelsvector3f = NULL;
8410                 rsurface.modeltvector3f = NULL;
8411                 rsurface.modelnormal3f = NULL;
8412         }
8413         rsurface.modelvertexmesh = NULL;
8414         rsurface.modelvertexmeshbuffer = NULL;
8415         rsurface.modelvertex3fbuffer = NULL;
8416         rsurface.modelvertex3f_vertexbuffer = 0;
8417         rsurface.modelvertex3f_bufferoffset = 0;
8418         rsurface.modelsvector3f_vertexbuffer = 0;
8419         rsurface.modelsvector3f_bufferoffset = 0;
8420         rsurface.modeltvector3f_vertexbuffer = 0;
8421         rsurface.modeltvector3f_bufferoffset = 0;
8422         rsurface.modelnormal3f_vertexbuffer = 0;
8423         rsurface.modelnormal3f_bufferoffset = 0;
8424         rsurface.modelgeneratedvertex = true;
8425         rsurface.modellightmapcolor4f  = (float *)color4f;
8426         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8427         rsurface.modellightmapcolor4f_bufferoffset = 0;
8428         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8429         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8430         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8431         rsurface.modeltexcoordlightmap2f  = NULL;
8432         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8433         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8434         rsurface.modelelement3i = (int *)element3i;
8435         rsurface.modelelement3i_indexbuffer = NULL;
8436         rsurface.modelelement3i_bufferoffset = 0;
8437         rsurface.modelelement3s = (unsigned short *)element3s;
8438         rsurface.modelelement3s_indexbuffer = NULL;
8439         rsurface.modelelement3s_bufferoffset = 0;
8440         rsurface.modellightmapoffsets = NULL;
8441         rsurface.modelsurfaces = NULL;
8442         rsurface.batchgeneratedvertex = false;
8443         rsurface.batchfirstvertex = 0;
8444         rsurface.batchnumvertices = 0;
8445         rsurface.batchfirsttriangle = 0;
8446         rsurface.batchnumtriangles = 0;
8447         rsurface.batchvertex3f  = NULL;
8448         rsurface.batchvertex3f_vertexbuffer = NULL;
8449         rsurface.batchvertex3f_bufferoffset = 0;
8450         rsurface.batchsvector3f = NULL;
8451         rsurface.batchsvector3f_vertexbuffer = NULL;
8452         rsurface.batchsvector3f_bufferoffset = 0;
8453         rsurface.batchtvector3f = NULL;
8454         rsurface.batchtvector3f_vertexbuffer = NULL;
8455         rsurface.batchtvector3f_bufferoffset = 0;
8456         rsurface.batchnormal3f  = NULL;
8457         rsurface.batchnormal3f_vertexbuffer = NULL;
8458         rsurface.batchnormal3f_bufferoffset = 0;
8459         rsurface.batchlightmapcolor4f = NULL;
8460         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8461         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8462         rsurface.batchtexcoordtexture2f = NULL;
8463         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8464         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8465         rsurface.batchtexcoordlightmap2f = NULL;
8466         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8467         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8468         rsurface.batchvertexmesh = NULL;
8469         rsurface.batchvertexmeshbuffer = NULL;
8470         rsurface.batchvertex3fbuffer = NULL;
8471         rsurface.batchelement3i = NULL;
8472         rsurface.batchelement3i_indexbuffer = NULL;
8473         rsurface.batchelement3i_bufferoffset = 0;
8474         rsurface.batchelement3s = NULL;
8475         rsurface.batchelement3s_indexbuffer = NULL;
8476         rsurface.batchelement3s_bufferoffset = 0;
8477         rsurface.passcolor4f = NULL;
8478         rsurface.passcolor4f_vertexbuffer = NULL;
8479         rsurface.passcolor4f_bufferoffset = 0;
8480
8481         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8482         {
8483                 if ((wantnormals || wanttangents) && !normal3f)
8484                 {
8485                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8486                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8487                 }
8488                 if (wanttangents && !svector3f)
8489                 {
8490                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8491                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8492                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8493                 }
8494         }
8495 }
8496
8497 float RSurf_FogPoint(const float *v)
8498 {
8499         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8500         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8501         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8502         float FogHeightFade = r_refdef.fogheightfade;
8503         float fogfrac;
8504         unsigned int fogmasktableindex;
8505         if (r_refdef.fogplaneviewabove)
8506                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8507         else
8508                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8509         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8510         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8511 }
8512
8513 float RSurf_FogVertex(const float *v)
8514 {
8515         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8516         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8517         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8518         float FogHeightFade = rsurface.fogheightfade;
8519         float fogfrac;
8520         unsigned int fogmasktableindex;
8521         if (r_refdef.fogplaneviewabove)
8522                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8523         else
8524                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8525         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8526         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8527 }
8528
8529 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8530 {
8531         int i;
8532         for (i = 0;i < numelements;i++)
8533                 outelement3i[i] = inelement3i[i] + adjust;
8534 }
8535
8536 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8537 extern cvar_t gl_vbo;
8538 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8539 {
8540         int deformindex;
8541         int firsttriangle;
8542         int numtriangles;
8543         int firstvertex;
8544         int endvertex;
8545         int numvertices;
8546         int surfacefirsttriangle;
8547         int surfacenumtriangles;
8548         int surfacefirstvertex;
8549         int surfaceendvertex;
8550         int surfacenumvertices;
8551         int batchnumvertices;
8552         int batchnumtriangles;
8553         int needsupdate;
8554         int i, j;
8555         qboolean gaps;
8556         qboolean dynamicvertex;
8557         float amplitude;
8558         float animpos;
8559         float scale;
8560         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8561         float waveparms[4];
8562         q3shaderinfo_deform_t *deform;
8563         const msurface_t *surface, *firstsurface;
8564         r_vertexmesh_t *vertexmesh;
8565         if (!texturenumsurfaces)
8566                 return;
8567         // find vertex range of this surface batch
8568         gaps = false;
8569         firstsurface = texturesurfacelist[0];
8570         firsttriangle = firstsurface->num_firsttriangle;
8571         batchnumvertices = 0;
8572         batchnumtriangles = 0;
8573         firstvertex = endvertex = firstsurface->num_firstvertex;
8574         for (i = 0;i < texturenumsurfaces;i++)
8575         {
8576                 surface = texturesurfacelist[i];
8577                 if (surface != firstsurface + i)
8578                         gaps = true;
8579                 surfacefirstvertex = surface->num_firstvertex;
8580                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8581                 surfacenumvertices = surface->num_vertices;
8582                 surfacenumtriangles = surface->num_triangles;
8583                 if (firstvertex > surfacefirstvertex)
8584                         firstvertex = surfacefirstvertex;
8585                 if (endvertex < surfaceendvertex)
8586                         endvertex = surfaceendvertex;
8587                 batchnumvertices += surfacenumvertices;
8588                 batchnumtriangles += surfacenumtriangles;
8589         }
8590
8591         // we now know the vertex range used, and if there are any gaps in it
8592         rsurface.batchfirstvertex = firstvertex;
8593         rsurface.batchnumvertices = endvertex - firstvertex;
8594         rsurface.batchfirsttriangle = firsttriangle;
8595         rsurface.batchnumtriangles = batchnumtriangles;
8596
8597         // this variable holds flags for which properties have been updated that
8598         // may require regenerating vertexmesh array...
8599         needsupdate = 0;
8600
8601         // check if any dynamic vertex processing must occur
8602         dynamicvertex = false;
8603
8604         // if there is a chance of animated vertex colors, it's a dynamic batch
8605         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8606         {
8607                 dynamicvertex = true;
8608                 batchneed |= BATCHNEED_NOGAPS;
8609                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8610         }
8611
8612         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8613         {
8614                 switch (deform->deform)
8615                 {
8616                 default:
8617                 case Q3DEFORM_PROJECTIONSHADOW:
8618                 case Q3DEFORM_TEXT0:
8619                 case Q3DEFORM_TEXT1:
8620                 case Q3DEFORM_TEXT2:
8621                 case Q3DEFORM_TEXT3:
8622                 case Q3DEFORM_TEXT4:
8623                 case Q3DEFORM_TEXT5:
8624                 case Q3DEFORM_TEXT6:
8625                 case Q3DEFORM_TEXT7:
8626                 case Q3DEFORM_NONE:
8627                         break;
8628                 case Q3DEFORM_AUTOSPRITE:
8629                         dynamicvertex = true;
8630                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8631                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8632                         break;
8633                 case Q3DEFORM_AUTOSPRITE2:
8634                         dynamicvertex = true;
8635                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8636                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8637                         break;
8638                 case Q3DEFORM_NORMAL:
8639                         dynamicvertex = true;
8640                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8641                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8642                         break;
8643                 case Q3DEFORM_WAVE:
8644                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8645                                 break; // if wavefunc is a nop, ignore this transform
8646                         dynamicvertex = true;
8647                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8648                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8649                         break;
8650                 case Q3DEFORM_BULGE:
8651                         dynamicvertex = true;
8652                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8653                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8654                         break;
8655                 case Q3DEFORM_MOVE:
8656                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8657                                 break; // if wavefunc is a nop, ignore this transform
8658                         dynamicvertex = true;
8659                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8660                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8661                         break;
8662                 }
8663         }
8664         switch(rsurface.texture->tcgen.tcgen)
8665         {
8666         default:
8667         case Q3TCGEN_TEXTURE:
8668                 break;
8669         case Q3TCGEN_LIGHTMAP:
8670                 dynamicvertex = true;
8671                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8672                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8673                 break;
8674         case Q3TCGEN_VECTOR:
8675                 dynamicvertex = true;
8676                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8677                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8678                 break;
8679         case Q3TCGEN_ENVIRONMENT:
8680                 dynamicvertex = true;
8681                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8682                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8683                 break;
8684         }
8685         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8686         {
8687                 dynamicvertex = true;
8688                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8689                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8690         }
8691
8692         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8693         {
8694                 dynamicvertex = true;
8695                 batchneed |= BATCHNEED_NOGAPS;
8696                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8697         }
8698
8699         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8700         {
8701                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8702                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
8703                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
8704                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
8705                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8706                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8707                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8708         }
8709
8710         // when the model data has no vertex buffer (dynamic mesh), we need to
8711         // eliminate gaps
8712         if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8713                 batchneed |= BATCHNEED_NOGAPS;
8714
8715         // if needsupdate, we have to do a dynamic vertex batch for sure
8716         if (needsupdate & batchneed)
8717                 dynamicvertex = true;
8718
8719         // see if we need to build vertexmesh from arrays
8720         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8721                 dynamicvertex = true;
8722
8723         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8724         // also some drivers strongly dislike firstvertex
8725         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8726                 dynamicvertex = true;
8727
8728         rsurface.batchvertex3f = rsurface.modelvertex3f;
8729         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8730         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8731         rsurface.batchsvector3f = rsurface.modelsvector3f;
8732         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8733         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8734         rsurface.batchtvector3f = rsurface.modeltvector3f;
8735         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8736         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8737         rsurface.batchnormal3f = rsurface.modelnormal3f;
8738         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8739         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8740         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8741         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
8742         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
8743         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8744         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
8745         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
8746         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8747         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8748         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8749         rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8750         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8751         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8752         rsurface.batchelement3i = rsurface.modelelement3i;
8753         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8754         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8755         rsurface.batchelement3s = rsurface.modelelement3s;
8756         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8757         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8758
8759         // if any dynamic vertex processing has to occur in software, we copy the
8760         // entire surface list together before processing to rebase the vertices
8761         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8762         //
8763         // if any gaps exist and we do not have a static vertex buffer, we have to
8764         // copy the surface list together to avoid wasting upload bandwidth on the
8765         // vertices in the gaps.
8766         //
8767         // if gaps exist and we have a static vertex buffer, we still have to
8768         // combine the index buffer ranges into one dynamic index buffer.
8769         //
8770         // in all cases we end up with data that can be drawn in one call.
8771
8772         if (!dynamicvertex)
8773         {
8774                 // static vertex data, just set pointers...
8775                 rsurface.batchgeneratedvertex = false;
8776                 // if there are gaps, we want to build a combined index buffer,
8777                 // otherwise use the original static buffer with an appropriate offset
8778                 if (gaps)
8779                 {
8780                         // build a new triangle elements array for this batch
8781                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8782                         rsurface.batchfirsttriangle = 0;
8783                         numtriangles = 0;
8784                         for (i = 0;i < texturenumsurfaces;i++)
8785                         {
8786                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8787                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8788                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8789                                 numtriangles += surfacenumtriangles;
8790                         }
8791                         rsurface.batchelement3i_indexbuffer = NULL;
8792                         rsurface.batchelement3i_bufferoffset = 0;
8793                         rsurface.batchelement3s = NULL;
8794                         rsurface.batchelement3s_indexbuffer = NULL;
8795                         rsurface.batchelement3s_bufferoffset = 0;
8796                         if (endvertex <= 65536)
8797                         {
8798                                 // make a 16bit (unsigned short) index array if possible
8799                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8800                                 for (i = 0;i < numtriangles*3;i++)
8801                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8802                         }
8803                 }
8804                 return;
8805         }
8806
8807         // something needs software processing, do it for real...
8808         // we only directly handle separate array data in this case and then
8809         // generate interleaved data if needed...
8810         rsurface.batchgeneratedvertex = true;
8811
8812         // now copy the vertex data into a combined array and make an index array
8813         // (this is what Quake3 does all the time)
8814         //if (gaps || rsurface.batchfirstvertex)
8815         {
8816                 rsurface.batchvertex3fbuffer = NULL;
8817                 rsurface.batchvertexmesh = NULL;
8818                 rsurface.batchvertexmeshbuffer = NULL;
8819                 rsurface.batchvertex3f = NULL;
8820                 rsurface.batchvertex3f_vertexbuffer = NULL;
8821                 rsurface.batchvertex3f_bufferoffset = 0;
8822                 rsurface.batchsvector3f = NULL;
8823                 rsurface.batchsvector3f_vertexbuffer = NULL;
8824                 rsurface.batchsvector3f_bufferoffset = 0;
8825                 rsurface.batchtvector3f = NULL;
8826                 rsurface.batchtvector3f_vertexbuffer = NULL;
8827                 rsurface.batchtvector3f_bufferoffset = 0;
8828                 rsurface.batchnormal3f = NULL;
8829                 rsurface.batchnormal3f_vertexbuffer = NULL;
8830                 rsurface.batchnormal3f_bufferoffset = 0;
8831                 rsurface.batchlightmapcolor4f = NULL;
8832                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8833                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8834                 rsurface.batchtexcoordtexture2f = NULL;
8835                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8836                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8837                 rsurface.batchtexcoordlightmap2f = NULL;
8838                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8839                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8840                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8841                 rsurface.batchelement3i_indexbuffer = NULL;
8842                 rsurface.batchelement3i_bufferoffset = 0;
8843                 rsurface.batchelement3s = NULL;
8844                 rsurface.batchelement3s_indexbuffer = NULL;
8845                 rsurface.batchelement3s_bufferoffset = 0;
8846                 // we'll only be setting up certain arrays as needed
8847                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8848                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8849                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8850                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8851                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8852                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8853                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8854                 {
8855                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8856                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8857                 }
8858                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8859                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8860                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8861                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8862                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8863                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8864                 numvertices = 0;
8865                 numtriangles = 0;
8866                 for (i = 0;i < texturenumsurfaces;i++)
8867                 {
8868                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8869                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
8870                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8871                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8872                         // copy only the data requested
8873                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8874                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8875                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8876                         {
8877                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8878                                 {
8879                                         if (rsurface.batchvertex3f)
8880                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8881                                         else
8882                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8883                                 }
8884                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8885                                 {
8886                                         if (rsurface.modelnormal3f)
8887                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8888                                         else
8889                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8890                                 }
8891                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8892                                 {
8893                                         if (rsurface.modelsvector3f)
8894                                         {
8895                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8896                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8897                                         }
8898                                         else
8899                                         {
8900                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8901                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8902                                         }
8903                                 }
8904                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8905                                 {
8906                                         if (rsurface.modellightmapcolor4f)
8907                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8908                                         else
8909                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8910                                 }
8911                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8912                                 {
8913                                         if (rsurface.modeltexcoordtexture2f)
8914                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8915                                         else
8916                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8917                                 }
8918                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8919                                 {
8920                                         if (rsurface.modeltexcoordlightmap2f)
8921                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8922                                         else
8923                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8924                                 }
8925                         }
8926                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8927                         numvertices += surfacenumvertices;
8928                         numtriangles += surfacenumtriangles;
8929                 }
8930
8931                 // generate a 16bit index array as well if possible
8932                 // (in general, dynamic batches fit)
8933                 if (numvertices <= 65536)
8934                 {
8935                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8936                         for (i = 0;i < numtriangles*3;i++)
8937                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8938                 }
8939
8940                 // since we've copied everything, the batch now starts at 0
8941                 rsurface.batchfirstvertex = 0;
8942                 rsurface.batchnumvertices = batchnumvertices;
8943                 rsurface.batchfirsttriangle = 0;
8944                 rsurface.batchnumtriangles = batchnumtriangles;
8945         }
8946
8947         // q1bsp surfaces rendered in vertex color mode have to have colors
8948         // calculated based on lightstyles
8949         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8950         {
8951                 // generate color arrays for the surfaces in this list
8952                 int c[4];
8953                 int scale;
8954                 int size3;
8955                 const int *offsets;
8956                 const unsigned char *lm;
8957                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8958                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8959                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8960                 numvertices = 0;
8961                 for (i = 0;i < texturenumsurfaces;i++)
8962                 {
8963                         surface = texturesurfacelist[i];
8964                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8965                         surfacenumvertices = surface->num_vertices;
8966                         if (surface->lightmapinfo->samples)
8967                         {
8968                                 for (j = 0;j < surfacenumvertices;j++)
8969                                 {
8970                                         lm = surface->lightmapinfo->samples + offsets[j];
8971                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8972                                         VectorScale(lm, scale, c);
8973                                         if (surface->lightmapinfo->styles[1] != 255)
8974                                         {
8975                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8976                                                 lm += size3;
8977                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8978                                                 VectorMA(c, scale, lm, c);
8979                                                 if (surface->lightmapinfo->styles[2] != 255)
8980                                                 {
8981                                                         lm += size3;
8982                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8983                                                         VectorMA(c, scale, lm, c);
8984                                                         if (surface->lightmapinfo->styles[3] != 255)
8985                                                         {
8986                                                                 lm += size3;
8987                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8988                                                                 VectorMA(c, scale, lm, c);
8989                                                         }
8990                                                 }
8991                                         }
8992                                         c[0] >>= 7;
8993                                         c[1] >>= 7;
8994                                         c[2] >>= 7;
8995                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8996                                         numvertices++;
8997                                 }
8998                         }
8999                         else
9000                         {
9001                                 for (j = 0;j < surfacenumvertices;j++)
9002                                 {
9003                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9004                                         numvertices++;
9005                                 }
9006                         }
9007                 }
9008         }
9009
9010         // if vertices are deformed (sprite flares and things in maps, possibly
9011         // water waves, bulges and other deformations), modify the copied vertices
9012         // in place
9013         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9014         {
9015                 switch (deform->deform)
9016                 {
9017                 default:
9018                 case Q3DEFORM_PROJECTIONSHADOW:
9019                 case Q3DEFORM_TEXT0:
9020                 case Q3DEFORM_TEXT1:
9021                 case Q3DEFORM_TEXT2:
9022                 case Q3DEFORM_TEXT3:
9023                 case Q3DEFORM_TEXT4:
9024                 case Q3DEFORM_TEXT5:
9025                 case Q3DEFORM_TEXT6:
9026                 case Q3DEFORM_TEXT7:
9027                 case Q3DEFORM_NONE:
9028                         break;
9029                 case Q3DEFORM_AUTOSPRITE:
9030                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9031                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9032                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9033                         VectorNormalize(newforward);
9034                         VectorNormalize(newright);
9035                         VectorNormalize(newup);
9036 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9037 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9038 //                      rsurface.batchvertex3f_bufferoffset = 0;
9039 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9040 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9041 //                      rsurface.batchsvector3f_bufferoffset = 0;
9042 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9043 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9044 //                      rsurface.batchtvector3f_bufferoffset = 0;
9045 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9046 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9047 //                      rsurface.batchnormal3f_bufferoffset = 0;
9048                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9049                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9050                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9051                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9052                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9053                         // a single autosprite surface can contain multiple sprites...
9054                         for (j = 0;j < batchnumvertices - 3;j += 4)
9055                         {
9056                                 VectorClear(center);
9057                                 for (i = 0;i < 4;i++)
9058                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9059                                 VectorScale(center, 0.25f, center);
9060                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9061                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9062                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9063                                 for (i = 0;i < 4;i++)
9064                                 {
9065                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9066                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9067                                 }
9068                         }
9069                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9070                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9071                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9072                         break;
9073                 case Q3DEFORM_AUTOSPRITE2:
9074                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9075                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9076                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9077                         VectorNormalize(newforward);
9078                         VectorNormalize(newright);
9079                         VectorNormalize(newup);
9080 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9081 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9082 //                      rsurface.batchvertex3f_bufferoffset = 0;
9083                         {
9084                                 const float *v1, *v2;
9085                                 vec3_t start, end;
9086                                 float f, l;
9087                                 struct
9088                                 {
9089                                         float length2;
9090                                         const float *v1;
9091                                         const float *v2;
9092                                 }
9093                                 shortest[2];
9094                                 memset(shortest, 0, sizeof(shortest));
9095                                 // a single autosprite surface can contain multiple sprites...
9096                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9097                                 {
9098                                         VectorClear(center);
9099                                         for (i = 0;i < 4;i++)
9100                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9101                                         VectorScale(center, 0.25f, center);
9102                                         // find the two shortest edges, then use them to define the
9103                                         // axis vectors for rotating around the central axis
9104                                         for (i = 0;i < 6;i++)
9105                                         {
9106                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9107                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9108                                                 l = VectorDistance2(v1, v2);
9109                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9110                                                 if (v1[2] != v2[2])
9111                                                         l += (1.0f / 1024.0f);
9112                                                 if (shortest[0].length2 > l || i == 0)
9113                                                 {
9114                                                         shortest[1] = shortest[0];
9115                                                         shortest[0].length2 = l;
9116                                                         shortest[0].v1 = v1;
9117                                                         shortest[0].v2 = v2;
9118                                                 }
9119                                                 else if (shortest[1].length2 > l || i == 1)
9120                                                 {
9121                                                         shortest[1].length2 = l;
9122                                                         shortest[1].v1 = v1;
9123                                                         shortest[1].v2 = v2;
9124                                                 }
9125                                         }
9126                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9127                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9128                                         // this calculates the right vector from the shortest edge
9129                                         // and the up vector from the edge midpoints
9130                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9131                                         VectorNormalize(right);
9132                                         VectorSubtract(end, start, up);
9133                                         VectorNormalize(up);
9134                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9135                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9136                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9137                                         VectorNegate(forward, forward);
9138                                         VectorReflect(forward, 0, up, forward);
9139                                         VectorNormalize(forward);
9140                                         CrossProduct(up, forward, newright);
9141                                         VectorNormalize(newright);
9142                                         // rotate the quad around the up axis vector, this is made
9143                                         // especially easy by the fact we know the quad is flat,
9144                                         // so we only have to subtract the center position and
9145                                         // measure distance along the right vector, and then
9146                                         // multiply that by the newright vector and add back the
9147                                         // center position
9148                                         // we also need to subtract the old position to undo the
9149                                         // displacement from the center, which we do with a
9150                                         // DotProduct, the subtraction/addition of center is also
9151                                         // optimized into DotProducts here
9152                                         l = DotProduct(right, center);
9153                                         for (i = 0;i < 4;i++)
9154                                         {
9155                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9156                                                 f = DotProduct(right, v1) - l;
9157                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9158                                         }
9159                                 }
9160                         }
9161                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9162                         {
9163 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9164 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9165 //                              rsurface.batchnormal3f_bufferoffset = 0;
9166                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9167                         }
9168                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9169                         {
9170 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9171 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9172 //                              rsurface.batchsvector3f_bufferoffset = 0;
9173 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9174 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9175 //                              rsurface.batchtvector3f_bufferoffset = 0;
9176                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9177                         }
9178                         break;
9179                 case Q3DEFORM_NORMAL:
9180                         // deform the normals to make reflections wavey
9181                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9182                         rsurface.batchnormal3f_vertexbuffer = NULL;
9183                         rsurface.batchnormal3f_bufferoffset = 0;
9184                         for (j = 0;j < batchnumvertices;j++)
9185                         {
9186                                 float vertex[3];
9187                                 float *normal = rsurface.batchnormal3f + 3*j;
9188                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9189                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9190                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9191                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9192                                 VectorNormalize(normal);
9193                         }
9194                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9195                         {
9196 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9197 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9198 //                              rsurface.batchsvector3f_bufferoffset = 0;
9199 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9200 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9201 //                              rsurface.batchtvector3f_bufferoffset = 0;
9202                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9203                         }
9204                         break;
9205                 case Q3DEFORM_WAVE:
9206                         // deform vertex array to make wavey water and flags and such
9207                         waveparms[0] = deform->waveparms[0];
9208                         waveparms[1] = deform->waveparms[1];
9209                         waveparms[2] = deform->waveparms[2];
9210                         waveparms[3] = deform->waveparms[3];
9211                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9212                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9213                         // this is how a divisor of vertex influence on deformation
9214                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9215                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9216 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9217 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9218 //                      rsurface.batchvertex3f_bufferoffset = 0;
9219 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9220 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9221 //                      rsurface.batchnormal3f_bufferoffset = 0;
9222                         for (j = 0;j < batchnumvertices;j++)
9223                         {
9224                                 // if the wavefunc depends on time, evaluate it per-vertex
9225                                 if (waveparms[3])
9226                                 {
9227                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9228                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9229                                 }
9230                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9231                         }
9232                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9233                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9234                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9235                         {
9236 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9237 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9238 //                              rsurface.batchsvector3f_bufferoffset = 0;
9239 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9240 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9241 //                              rsurface.batchtvector3f_bufferoffset = 0;
9242                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9243                         }
9244                         break;
9245                 case Q3DEFORM_BULGE:
9246                         // deform vertex array to make the surface have moving bulges
9247 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9248 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9249 //                      rsurface.batchvertex3f_bufferoffset = 0;
9250 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9251 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9252 //                      rsurface.batchnormal3f_bufferoffset = 0;
9253                         for (j = 0;j < batchnumvertices;j++)
9254                         {
9255                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9256                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9257                         }
9258                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9259                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9260                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9261                         {
9262 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9263 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9264 //                              rsurface.batchsvector3f_bufferoffset = 0;
9265 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9266 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9267 //                              rsurface.batchtvector3f_bufferoffset = 0;
9268                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9269                         }
9270                         break;
9271                 case Q3DEFORM_MOVE:
9272                         // deform vertex array
9273                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9274                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
9275                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9276                         VectorScale(deform->parms, scale, waveparms);
9277 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9278 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9279 //                      rsurface.batchvertex3f_bufferoffset = 0;
9280                         for (j = 0;j < batchnumvertices;j++)
9281                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9282                         break;
9283                 }
9284         }
9285
9286         // generate texcoords based on the chosen texcoord source
9287         switch(rsurface.texture->tcgen.tcgen)
9288         {
9289         default:
9290         case Q3TCGEN_TEXTURE:
9291                 break;
9292         case Q3TCGEN_LIGHTMAP:
9293 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9294 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9295 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9296                 if (rsurface.batchtexcoordlightmap2f)
9297                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9298                 break;
9299         case Q3TCGEN_VECTOR:
9300 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9301 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9302 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9303                 for (j = 0;j < batchnumvertices;j++)
9304                 {
9305                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9306                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9307                 }
9308                 break;
9309         case Q3TCGEN_ENVIRONMENT:
9310                 // make environment reflections using a spheremap
9311                 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9312                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9313                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9314                 for (j = 0;j < batchnumvertices;j++)
9315                 {
9316                         // identical to Q3A's method, but executed in worldspace so
9317                         // carried models can be shiny too
9318
9319                         float viewer[3], d, reflected[3], worldreflected[3];
9320
9321                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9322                         // VectorNormalize(viewer);
9323
9324                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9325
9326                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9327                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9328                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9329                         // note: this is proportinal to viewer, so we can normalize later
9330
9331                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9332                         VectorNormalize(worldreflected);
9333
9334                         // note: this sphere map only uses world x and z!
9335                         // so positive and negative y will LOOK THE SAME.
9336                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9337                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9338                 }
9339                 break;
9340         }
9341         // the only tcmod that needs software vertex processing is turbulent, so
9342         // check for it here and apply the changes if needed
9343         // and we only support that as the first one
9344         // (handling a mixture of turbulent and other tcmods would be problematic
9345         //  without punting it entirely to a software path)
9346         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9347         {
9348                 amplitude = rsurface.texture->tcmods[0].parms[1];
9349                 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9350 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9351 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9352 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9353                 for (j = 0;j < batchnumvertices;j++)
9354                 {
9355                         rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9356                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9357                 }
9358         }
9359
9360         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9361         {
9362                 // convert the modified arrays to vertex structs
9363 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9364 //              rsurface.batchvertexmeshbuffer = NULL;
9365                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9366                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9367                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9368                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9369                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9370                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9371                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9372                 {
9373                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9374                         {
9375                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9376                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9377                         }
9378                 }
9379                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9380                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9381                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9382                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9383                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9384                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9385                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9386                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9387                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9388         }
9389 }
9390
9391 void RSurf_DrawBatch(void)
9392 {
9393         // sometimes a zero triangle surface (usually a degenerate patch) makes it
9394         // through the pipeline, killing it earlier in the pipeline would have
9395         // per-surface overhead rather than per-batch overhead, so it's best to
9396         // reject it here, before it hits glDraw.
9397         if (rsurface.batchnumtriangles == 0)
9398                 return;
9399 #if 0
9400         // batch debugging code
9401         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9402         {
9403                 int i;
9404                 int j;
9405                 int c;
9406                 const int *e;
9407                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9408                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9409                 {
9410                         c = e[i];
9411                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9412                         {
9413                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9414                                 {
9415                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9416                                                 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
9417                                         break;
9418                                 }
9419                         }
9420                 }
9421         }
9422 #endif
9423         R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9424 }
9425
9426 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9427 {
9428         // pick the closest matching water plane
9429         int planeindex, vertexindex, bestplaneindex = -1;
9430         float d, bestd;
9431         vec3_t vert;
9432         const float *v;
9433         r_waterstate_waterplane_t *p;
9434         qboolean prepared = false;
9435         bestd = 0;
9436         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9437         {
9438                 if(p->camera_entity != rsurface.texture->camera_entity)
9439                         continue;
9440                 d = 0;
9441                 if(!prepared)
9442                 {
9443                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9444                         prepared = true;
9445                         if(rsurface.batchnumvertices == 0)
9446                                 break;
9447                 }
9448                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9449                 {
9450                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
9451                         d += fabs(PlaneDiff(vert, &p->plane));
9452                 }
9453                 if (bestd > d || bestplaneindex < 0)
9454                 {
9455                         bestd = d;
9456                         bestplaneindex = planeindex;
9457                 }
9458         }
9459         return bestplaneindex;
9460         // NOTE: this MAY return a totally unrelated water plane; we can ignore
9461         // this situation though, as it might be better to render single larger
9462         // batches with useless stuff (backface culled for example) than to
9463         // render multiple smaller batches
9464 }
9465
9466 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9467 {
9468         int i;
9469         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9470         rsurface.passcolor4f_vertexbuffer = 0;
9471         rsurface.passcolor4f_bufferoffset = 0;
9472         for (i = 0;i < rsurface.batchnumvertices;i++)
9473                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9474 }
9475
9476 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9477 {
9478         int i;
9479         float f;
9480         const float *v;
9481         const float *c;
9482         float *c2;
9483         if (rsurface.passcolor4f)
9484         {
9485                 // generate color arrays
9486                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9487                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9488                 rsurface.passcolor4f_vertexbuffer = 0;
9489                 rsurface.passcolor4f_bufferoffset = 0;
9490                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9491                 {
9492                         f = RSurf_FogVertex(v);
9493                         c2[0] = c[0] * f;
9494                         c2[1] = c[1] * f;
9495                         c2[2] = c[2] * f;
9496                         c2[3] = c[3];
9497                 }
9498         }
9499         else
9500         {
9501                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9502                 rsurface.passcolor4f_vertexbuffer = 0;
9503                 rsurface.passcolor4f_bufferoffset = 0;
9504                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9505                 {
9506                         f = RSurf_FogVertex(v);
9507                         c2[0] = f;
9508                         c2[1] = f;
9509                         c2[2] = f;
9510                         c2[3] = 1;
9511                 }
9512         }
9513 }
9514
9515 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9516 {
9517         int i;
9518         float f;
9519         const float *v;
9520         const float *c;
9521         float *c2;
9522         if (!rsurface.passcolor4f)
9523                 return;
9524         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9525         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9526         rsurface.passcolor4f_vertexbuffer = 0;
9527         rsurface.passcolor4f_bufferoffset = 0;
9528         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9529         {
9530                 f = RSurf_FogVertex(v);
9531                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9532                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9533                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9534                 c2[3] = c[3];
9535         }
9536 }
9537
9538 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9539 {
9540         int i;
9541         const float *c;
9542         float *c2;
9543         if (!rsurface.passcolor4f)
9544                 return;
9545         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9546         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9547         rsurface.passcolor4f_vertexbuffer = 0;
9548         rsurface.passcolor4f_bufferoffset = 0;
9549         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9550         {
9551                 c2[0] = c[0] * r;
9552                 c2[1] = c[1] * g;
9553                 c2[2] = c[2] * b;
9554                 c2[3] = c[3] * a;
9555         }
9556 }
9557
9558 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9559 {
9560         int i;
9561         const float *c;
9562         float *c2;
9563         if (!rsurface.passcolor4f)
9564                 return;
9565         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9566         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9567         rsurface.passcolor4f_vertexbuffer = 0;
9568         rsurface.passcolor4f_bufferoffset = 0;
9569         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9570         {
9571                 c2[0] = c[0] + r_refdef.scene.ambient;
9572                 c2[1] = c[1] + r_refdef.scene.ambient;
9573                 c2[2] = c[2] + r_refdef.scene.ambient;
9574                 c2[3] = c[3];
9575         }
9576 }
9577
9578 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9579 {
9580         // TODO: optimize
9581         rsurface.passcolor4f = NULL;
9582         rsurface.passcolor4f_vertexbuffer = 0;
9583         rsurface.passcolor4f_bufferoffset = 0;
9584         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9585         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9586         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9587         GL_Color(r, g, b, a);
9588         R_Mesh_TexBind(0, rsurface.lightmaptexture);
9589         RSurf_DrawBatch();
9590 }
9591
9592 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9593 {
9594         // TODO: optimize applyfog && applycolor case
9595         // just apply fog if necessary, and tint the fog color array if necessary
9596         rsurface.passcolor4f = NULL;
9597         rsurface.passcolor4f_vertexbuffer = 0;
9598         rsurface.passcolor4f_bufferoffset = 0;
9599         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9600         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9601         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9602         GL_Color(r, g, b, a);
9603         RSurf_DrawBatch();
9604 }
9605
9606 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9607 {
9608         // TODO: optimize
9609         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9610         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9611         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9612         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9613         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9614         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9615         GL_Color(r, g, b, a);
9616         RSurf_DrawBatch();
9617 }
9618
9619 static void RSurf_DrawBatch_GL11_ClampColor(void)
9620 {
9621         int i;
9622         const float *c1;
9623         float *c2;
9624         if (!rsurface.passcolor4f)
9625                 return;
9626         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9627         {
9628                 c2[0] = bound(0.0f, c1[0], 1.0f);
9629                 c2[1] = bound(0.0f, c1[1], 1.0f);
9630                 c2[2] = bound(0.0f, c1[2], 1.0f);
9631                 c2[3] = bound(0.0f, c1[3], 1.0f);
9632         }
9633 }
9634
9635 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9636 {
9637         int i;
9638         float f;
9639         const float *v;
9640         const float *n;
9641         float *c;
9642         //vec3_t eyedir;
9643
9644         // fake shading
9645         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9646         rsurface.passcolor4f_vertexbuffer = 0;
9647         rsurface.passcolor4f_bufferoffset = 0;
9648         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9649         {
9650                 f = -DotProduct(r_refdef.view.forward, n);
9651                 f = max(0, f);
9652                 f = f * 0.85 + 0.15; // work around so stuff won't get black
9653                 f *= r_refdef.lightmapintensity;
9654                 Vector4Set(c, f, f, f, 1);
9655         }
9656 }
9657
9658 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9659 {
9660         RSurf_DrawBatch_GL11_ApplyFakeLight();
9661         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9662         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9663         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9664         GL_Color(r, g, b, a);
9665         RSurf_DrawBatch();
9666 }
9667
9668 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9669 {
9670         int i;
9671         float f;
9672         float alpha;
9673         const float *v;
9674         const float *n;
9675         float *c;
9676         vec3_t ambientcolor;
9677         vec3_t diffusecolor;
9678         vec3_t lightdir;
9679         // TODO: optimize
9680         // model lighting
9681         VectorCopy(rsurface.modellight_lightdir, lightdir);
9682         f = 0.5f * r_refdef.lightmapintensity;
9683         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9684         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9685         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9686         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9687         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9688         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9689         alpha = *a;
9690         if (VectorLength2(diffusecolor) > 0)
9691         {
9692                 // q3-style directional shading
9693                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9694                 rsurface.passcolor4f_vertexbuffer = 0;
9695                 rsurface.passcolor4f_bufferoffset = 0;
9696                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9697                 {
9698                         if ((f = DotProduct(n, lightdir)) > 0)
9699                                 VectorMA(ambientcolor, f, diffusecolor, c);
9700                         else
9701                                 VectorCopy(ambientcolor, c);
9702                         c[3] = alpha;
9703                 }
9704                 *r = 1;
9705                 *g = 1;
9706                 *b = 1;
9707                 *a = 1;
9708                 *applycolor = false;
9709         }
9710         else
9711         {
9712                 *r = ambientcolor[0];
9713                 *g = ambientcolor[1];
9714                 *b = ambientcolor[2];
9715                 rsurface.passcolor4f = NULL;
9716                 rsurface.passcolor4f_vertexbuffer = 0;
9717                 rsurface.passcolor4f_bufferoffset = 0;
9718         }
9719 }
9720
9721 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9722 {
9723         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9724         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
9725         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9726         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9727         GL_Color(r, g, b, a);
9728         RSurf_DrawBatch();
9729 }
9730
9731 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9732 {
9733         int i;
9734         float f;
9735         const float *v;
9736         float *c;
9737
9738         // fake shading
9739         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9740         rsurface.passcolor4f_vertexbuffer = 0;
9741         rsurface.passcolor4f_bufferoffset = 0;
9742
9743         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9744         {
9745                 f = 1 - RSurf_FogVertex(v);
9746                 c[0] = r;
9747                 c[1] = g;
9748                 c[2] = b;
9749                 c[3] = f * a;
9750         }
9751 }
9752
9753 void RSurf_SetupDepthAndCulling(void)
9754 {
9755         // submodels are biased to avoid z-fighting with world surfaces that they
9756         // may be exactly overlapping (avoids z-fighting artifacts on certain
9757         // doors and things in Quake maps)
9758         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9759         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9760         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9761         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9762 }
9763
9764 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9765 {
9766         // transparent sky would be ridiculous
9767         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9768                 return;
9769         R_SetupShader_Generic_NoTexture(false, false);
9770         skyrenderlater = true;
9771         RSurf_SetupDepthAndCulling();
9772         GL_DepthMask(true);
9773         // LordHavoc: HalfLife maps have freaky skypolys so don't use
9774         // skymasking on them, and Quake3 never did sky masking (unlike
9775         // software Quake and software Quake2), so disable the sky masking
9776         // in Quake3 maps as it causes problems with q3map2 sky tricks,
9777         // and skymasking also looks very bad when noclipping outside the
9778         // level, so don't use it then either.
9779         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9780         {
9781                 R_Mesh_ResetTextureState();
9782                 if (skyrendermasked)
9783                 {
9784                         R_SetupShader_DepthOrShadow(false);
9785                         // depth-only (masking)
9786                         GL_ColorMask(0,0,0,0);
9787                         // just to make sure that braindead drivers don't draw
9788                         // anything despite that colormask...
9789                         GL_BlendFunc(GL_ZERO, GL_ONE);
9790                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9791                         if (rsurface.batchvertex3fbuffer)
9792                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9793                         else
9794                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9795                 }
9796                 else
9797                 {
9798                         R_SetupShader_Generic_NoTexture(false, false);
9799                         // fog sky
9800                         GL_BlendFunc(GL_ONE, GL_ZERO);
9801                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9802                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9803                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9804                 }
9805                 RSurf_DrawBatch();
9806                 if (skyrendermasked)
9807                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9808         }
9809         R_Mesh_ResetTextureState();
9810         GL_Color(1, 1, 1, 1);
9811 }
9812
9813 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9814 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9815 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9816 {
9817         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9818                 return;
9819         if (prepass)
9820         {
9821                 // render screenspace normalmap to texture
9822                 GL_DepthMask(true);
9823                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9824                 RSurf_DrawBatch();
9825         }
9826
9827         // bind lightmap texture
9828
9829         // water/refraction/reflection/camera surfaces have to be handled specially
9830         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9831         {
9832                 int start, end, startplaneindex;
9833                 for (start = 0;start < texturenumsurfaces;start = end)
9834                 {
9835                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9836                         if(startplaneindex < 0)
9837                         {
9838                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9839                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9840                                 end = start + 1;
9841                                 continue;
9842                         }
9843                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9844                                 ;
9845                         // now that we have a batch using the same planeindex, render it
9846                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9847                         {
9848                                 // render water or distortion background
9849                                 GL_DepthMask(true);
9850                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9851                                 RSurf_DrawBatch();
9852                                 // blend surface on top
9853                                 GL_DepthMask(false);
9854                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9855                                 RSurf_DrawBatch();
9856                         }
9857                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9858                         {
9859                                 // render surface with reflection texture as input
9860                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9861                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9862                                 RSurf_DrawBatch();
9863                         }
9864                 }
9865                 return;
9866         }
9867
9868         // render surface batch normally
9869         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9870         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9871         RSurf_DrawBatch();
9872 }
9873
9874 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9875 {
9876         // OpenGL 1.3 path - anything not completely ancient
9877         qboolean applycolor;
9878         qboolean applyfog;
9879         int layerindex;
9880         const texturelayer_t *layer;
9881         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9882         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9883
9884         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9885         {
9886                 vec4_t layercolor;
9887                 int layertexrgbscale;
9888                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9889                 {
9890                         if (layerindex == 0)
9891                                 GL_AlphaTest(true);
9892                         else
9893                         {
9894                                 GL_AlphaTest(false);
9895                                 GL_DepthFunc(GL_EQUAL);
9896                         }
9897                 }
9898                 GL_DepthMask(layer->depthmask && writedepth);
9899                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9900                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9901                 {
9902                         layertexrgbscale = 4;
9903                         VectorScale(layer->color, 0.25f, layercolor);
9904                 }
9905                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9906                 {
9907                         layertexrgbscale = 2;
9908                         VectorScale(layer->color, 0.5f, layercolor);
9909                 }
9910                 else
9911                 {
9912                         layertexrgbscale = 1;
9913                         VectorScale(layer->color, 1.0f, layercolor);
9914                 }
9915                 layercolor[3] = layer->color[3];
9916                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9917                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9918                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9919                 switch (layer->type)
9920                 {
9921                 case TEXTURELAYERTYPE_LITTEXTURE:
9922                         // single-pass lightmapped texture with 2x rgbscale
9923                         R_Mesh_TexBind(0, r_texture_white);
9924                         R_Mesh_TexMatrix(0, NULL);
9925                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9926                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9927                         R_Mesh_TexBind(1, layer->texture);
9928                         R_Mesh_TexMatrix(1, &layer->texmatrix);
9929                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9930                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9931                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9932                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9933                         else if (FAKELIGHT_ENABLED)
9934                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9935                         else if (rsurface.uselightmaptexture)
9936                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9937                         else
9938                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9939                         break;
9940                 case TEXTURELAYERTYPE_TEXTURE:
9941                         // singletexture unlit texture with transparency support
9942                         R_Mesh_TexBind(0, layer->texture);
9943                         R_Mesh_TexMatrix(0, &layer->texmatrix);
9944                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9945                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9946                         R_Mesh_TexBind(1, 0);
9947                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9948                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9949                         break;
9950                 case TEXTURELAYERTYPE_FOG:
9951                         // singletexture fogging
9952                         if (layer->texture)
9953                         {
9954                                 R_Mesh_TexBind(0, layer->texture);
9955                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
9956                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9957                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9958                         }
9959                         else
9960                         {
9961                                 R_Mesh_TexBind(0, 0);
9962                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9963                         }
9964                         R_Mesh_TexBind(1, 0);
9965                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9966                         // generate a color array for the fog pass
9967                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9968                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9969                         RSurf_DrawBatch();
9970                         break;
9971                 default:
9972                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9973                 }
9974         }
9975         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9976         {
9977                 GL_DepthFunc(GL_LEQUAL);
9978                 GL_AlphaTest(false);
9979         }
9980 }
9981
9982 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9983 {
9984         // OpenGL 1.1 - crusty old voodoo path
9985         qboolean applyfog;
9986         int layerindex;
9987         const texturelayer_t *layer;
9988         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9989         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9990
9991         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9992         {
9993                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9994                 {
9995                         if (layerindex == 0)
9996                                 GL_AlphaTest(true);
9997                         else
9998                         {
9999                                 GL_AlphaTest(false);
10000                                 GL_DepthFunc(GL_EQUAL);
10001                         }
10002                 }
10003                 GL_DepthMask(layer->depthmask && writedepth);
10004                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10005                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10006                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10007                 switch (layer->type)
10008                 {
10009                 case TEXTURELAYERTYPE_LITTEXTURE:
10010                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10011                         {
10012                                 // two-pass lit texture with 2x rgbscale
10013                                 // first the lightmap pass
10014                                 R_Mesh_TexBind(0, r_texture_white);
10015                                 R_Mesh_TexMatrix(0, NULL);
10016                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10017                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10018                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10019                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10020                                 else if (FAKELIGHT_ENABLED)
10021                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10022                                 else if (rsurface.uselightmaptexture)
10023                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10024                                 else
10025                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10026                                 // then apply the texture to it
10027                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10028                                 R_Mesh_TexBind(0, layer->texture);
10029                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10030                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10031                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10032                                 RSurf_DrawBatch_GL11_Unlit(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);
10033                         }
10034                         else
10035                         {
10036                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10037                                 R_Mesh_TexBind(0, layer->texture);
10038                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10039                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10040                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10041                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10042                                         RSurf_DrawBatch_GL11_VertexShade(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);
10043                                 else
10044                                         RSurf_DrawBatch_GL11_VertexColor(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);
10045                         }
10046                         break;
10047                 case TEXTURELAYERTYPE_TEXTURE:
10048                         // singletexture unlit texture with transparency support
10049                         R_Mesh_TexBind(0, layer->texture);
10050                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10051                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10052                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10053                         RSurf_DrawBatch_GL11_Unlit(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);
10054                         break;
10055                 case TEXTURELAYERTYPE_FOG:
10056                         // singletexture fogging
10057                         if (layer->texture)
10058                         {
10059                                 R_Mesh_TexBind(0, layer->texture);
10060                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10061                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10062                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10063                         }
10064                         else
10065                         {
10066                                 R_Mesh_TexBind(0, 0);
10067                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10068                         }
10069                         // generate a color array for the fog pass
10070                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10071                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10072                         RSurf_DrawBatch();
10073                         break;
10074                 default:
10075                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10076                 }
10077         }
10078         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10079         {
10080                 GL_DepthFunc(GL_LEQUAL);
10081                 GL_AlphaTest(false);
10082         }
10083 }
10084
10085 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10086 {
10087         int vi;
10088         int j;
10089         r_vertexgeneric_t *batchvertex;
10090         float c[4];
10091
10092 //      R_Mesh_ResetTextureState();
10093         R_SetupShader_Generic_NoTexture(false, false);
10094
10095         if(rsurface.texture && rsurface.texture->currentskinframe)
10096         {
10097                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10098                 c[3] *= rsurface.texture->currentalpha;
10099         }
10100         else
10101         {
10102                 c[0] = 1;
10103                 c[1] = 0;
10104                 c[2] = 1;
10105                 c[3] = 1;
10106         }
10107
10108         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10109         {
10110                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10111                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10112                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10113         }
10114
10115         // brighten it up (as texture value 127 means "unlit")
10116         c[0] *= 2 * r_refdef.view.colorscale;
10117         c[1] *= 2 * r_refdef.view.colorscale;
10118         c[2] *= 2 * r_refdef.view.colorscale;
10119
10120         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10121                 c[3] *= r_wateralpha.value;
10122
10123         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10124         {
10125                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10126                 GL_DepthMask(false);
10127         }
10128         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10129         {
10130                 GL_BlendFunc(GL_ONE, GL_ONE);
10131                 GL_DepthMask(false);
10132         }
10133         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10134         {
10135                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10136                 GL_DepthMask(false);
10137         }
10138         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10139         {
10140                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10141                 GL_DepthMask(false);
10142         }
10143         else
10144         {
10145                 GL_BlendFunc(GL_ONE, GL_ZERO);
10146                 GL_DepthMask(writedepth);
10147         }
10148
10149         if (r_showsurfaces.integer == 3)
10150         {
10151                 rsurface.passcolor4f = NULL;
10152
10153                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10154                 {
10155                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10156
10157                         rsurface.passcolor4f = NULL;
10158                         rsurface.passcolor4f_vertexbuffer = 0;
10159                         rsurface.passcolor4f_bufferoffset = 0;
10160                 }
10161                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10162                 {
10163                         qboolean applycolor = true;
10164                         float one = 1.0;
10165
10166                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10167
10168                         r_refdef.lightmapintensity = 1;
10169                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10170                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10171                 }
10172                 else if (FAKELIGHT_ENABLED)
10173                 {
10174                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10175
10176                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
10177                         RSurf_DrawBatch_GL11_ApplyFakeLight();
10178                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10179                 }
10180                 else
10181                 {
10182                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10183
10184                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10185                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10186                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10187                 }
10188
10189                 if(!rsurface.passcolor4f)
10190                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10191
10192                 RSurf_DrawBatch_GL11_ApplyAmbient();
10193                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10194                 if(r_refdef.fogenabled)
10195                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10196                 RSurf_DrawBatch_GL11_ClampColor();
10197
10198                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10199                 R_SetupShader_Generic_NoTexture(false, false);
10200                 RSurf_DrawBatch();
10201         }
10202         else if (!r_refdef.view.showdebug)
10203         {
10204                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10205                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10206                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10207                 {
10208                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10209                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10210                 }
10211                 R_Mesh_PrepareVertices_Generic_Unlock();
10212                 RSurf_DrawBatch();
10213         }
10214         else if (r_showsurfaces.integer == 4)
10215         {
10216                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10217                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10218                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10219                 {
10220                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
10221                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10222                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10223                 }
10224                 R_Mesh_PrepareVertices_Generic_Unlock();
10225                 RSurf_DrawBatch();
10226         }
10227         else if (r_showsurfaces.integer == 2)
10228         {
10229                 const int *e;
10230                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10231                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10232                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10233                 {
10234                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10235                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10236                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10237                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10238                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10239                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10240                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10241                 }
10242                 R_Mesh_PrepareVertices_Generic_Unlock();
10243                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10244         }
10245         else
10246         {
10247                 int texturesurfaceindex;
10248                 int k;
10249                 const msurface_t *surface;
10250                 float surfacecolor4f[4];
10251                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10252                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10253                 vi = 0;
10254                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10255                 {
10256                         surface = texturesurfacelist[texturesurfaceindex];
10257                         k = (int)(((size_t)surface) / sizeof(msurface_t));
10258                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10259                         for (j = 0;j < surface->num_vertices;j++)
10260                         {
10261                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10262                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10263                                 vi++;
10264                         }
10265                 }
10266                 R_Mesh_PrepareVertices_Generic_Unlock();
10267                 RSurf_DrawBatch();
10268         }
10269 }
10270
10271 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10272 {
10273         CHECKGLERROR
10274         RSurf_SetupDepthAndCulling();
10275         if (r_showsurfaces.integer)
10276         {
10277                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10278                 return;
10279         }
10280         switch (vid.renderpath)
10281         {
10282         case RENDERPATH_GL20:
10283         case RENDERPATH_D3D9:
10284         case RENDERPATH_D3D10:
10285         case RENDERPATH_D3D11:
10286         case RENDERPATH_SOFT:
10287         case RENDERPATH_GLES2:
10288                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10289                 break;
10290         case RENDERPATH_GL13:
10291         case RENDERPATH_GLES1:
10292                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10293                 break;
10294         case RENDERPATH_GL11:
10295                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10296                 break;
10297         }
10298         CHECKGLERROR
10299 }
10300
10301 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10302 {
10303         CHECKGLERROR
10304         RSurf_SetupDepthAndCulling();
10305         if (r_showsurfaces.integer)
10306         {
10307                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10308                 return;
10309         }
10310         switch (vid.renderpath)
10311         {
10312         case RENDERPATH_GL20:
10313         case RENDERPATH_D3D9:
10314         case RENDERPATH_D3D10:
10315         case RENDERPATH_D3D11:
10316         case RENDERPATH_SOFT:
10317         case RENDERPATH_GLES2:
10318                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10319                 break;
10320         case RENDERPATH_GL13:
10321         case RENDERPATH_GLES1:
10322                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10323                 break;
10324         case RENDERPATH_GL11:
10325                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10326                 break;
10327         }
10328         CHECKGLERROR
10329 }
10330
10331 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10332 {
10333         int i, j;
10334         int texturenumsurfaces, endsurface;
10335         texture_t *texture;
10336         const msurface_t *surface;
10337         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10338
10339         // if the model is static it doesn't matter what value we give for
10340         // wantnormals and wanttangents, so this logic uses only rules applicable
10341         // to a model, knowing that they are meaningless otherwise
10342         if (ent == r_refdef.scene.worldentity)
10343                 RSurf_ActiveWorldEntity();
10344         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10345                 RSurf_ActiveModelEntity(ent, false, false, false);
10346         else
10347         {
10348                 switch (vid.renderpath)
10349                 {
10350                 case RENDERPATH_GL20:
10351                 case RENDERPATH_D3D9:
10352                 case RENDERPATH_D3D10:
10353                 case RENDERPATH_D3D11:
10354                 case RENDERPATH_SOFT:
10355                 case RENDERPATH_GLES2:
10356                         RSurf_ActiveModelEntity(ent, true, true, false);
10357                         break;
10358                 case RENDERPATH_GL11:
10359                 case RENDERPATH_GL13:
10360                 case RENDERPATH_GLES1:
10361                         RSurf_ActiveModelEntity(ent, true, false, false);
10362                         break;
10363                 }
10364         }
10365
10366         if (r_transparentdepthmasking.integer)
10367         {
10368                 qboolean setup = false;
10369                 for (i = 0;i < numsurfaces;i = j)
10370                 {
10371                         j = i + 1;
10372                         surface = rsurface.modelsurfaces + surfacelist[i];
10373                         texture = surface->texture;
10374                         rsurface.texture = R_GetCurrentTexture(texture);
10375                         rsurface.lightmaptexture = NULL;
10376                         rsurface.deluxemaptexture = NULL;
10377                         rsurface.uselightmaptexture = false;
10378                         // scan ahead until we find a different texture
10379                         endsurface = min(i + 1024, numsurfaces);
10380                         texturenumsurfaces = 0;
10381                         texturesurfacelist[texturenumsurfaces++] = surface;
10382                         for (;j < endsurface;j++)
10383                         {
10384                                 surface = rsurface.modelsurfaces + surfacelist[j];
10385                                 if (texture != surface->texture)
10386                                         break;
10387                                 texturesurfacelist[texturenumsurfaces++] = surface;
10388                         }
10389                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10390                                 continue;
10391                         // render the range of surfaces as depth
10392                         if (!setup)
10393                         {
10394                                 setup = true;
10395                                 GL_ColorMask(0,0,0,0);
10396                                 GL_Color(1,1,1,1);
10397                                 GL_DepthTest(true);
10398                                 GL_BlendFunc(GL_ONE, GL_ZERO);
10399                                 GL_DepthMask(true);
10400 //                              R_Mesh_ResetTextureState();
10401                                 R_SetupShader_DepthOrShadow(false);
10402                         }
10403                         RSurf_SetupDepthAndCulling();
10404                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10405                         if (rsurface.batchvertex3fbuffer)
10406                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10407                         else
10408                                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10409                         RSurf_DrawBatch();
10410                 }
10411                 if (setup)
10412                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10413         }
10414
10415         for (i = 0;i < numsurfaces;i = j)
10416         {
10417                 j = i + 1;
10418                 surface = rsurface.modelsurfaces + surfacelist[i];
10419                 texture = surface->texture;
10420                 rsurface.texture = R_GetCurrentTexture(texture);
10421                 // scan ahead until we find a different texture
10422                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10423                 texturenumsurfaces = 0;
10424                 texturesurfacelist[texturenumsurfaces++] = surface;
10425                 if(FAKELIGHT_ENABLED)
10426                 {
10427                         rsurface.lightmaptexture = NULL;
10428                         rsurface.deluxemaptexture = NULL;
10429                         rsurface.uselightmaptexture = false;
10430                         for (;j < endsurface;j++)
10431                         {
10432                                 surface = rsurface.modelsurfaces + surfacelist[j];
10433                                 if (texture != surface->texture)
10434                                         break;
10435                                 texturesurfacelist[texturenumsurfaces++] = surface;
10436                         }
10437                 }
10438                 else
10439                 {
10440                         rsurface.lightmaptexture = surface->lightmaptexture;
10441                         rsurface.deluxemaptexture = surface->deluxemaptexture;
10442                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10443                         for (;j < endsurface;j++)
10444                         {
10445                                 surface = rsurface.modelsurfaces + surfacelist[j];
10446                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10447                                         break;
10448                                 texturesurfacelist[texturenumsurfaces++] = surface;
10449                         }
10450                 }
10451                 // render the range of surfaces
10452                 if (ent == r_refdef.scene.worldentity)
10453                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10454                 else
10455                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10456         }
10457         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10458 }
10459
10460 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10461 {
10462         // transparent surfaces get pushed off into the transparent queue
10463         int surfacelistindex;
10464         const msurface_t *surface;
10465         vec3_t tempcenter, center;
10466         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10467         {
10468                 surface = texturesurfacelist[surfacelistindex];
10469                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10470                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10471                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10472                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10473                 if (queueentity->transparent_offset) // transparent offset
10474                 {
10475                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10476                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10477                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10478                 }
10479                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10480         }
10481 }
10482
10483 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10484 {
10485         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10486                 return;
10487         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10488                 return;
10489         RSurf_SetupDepthAndCulling();
10490         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10491         if (rsurface.batchvertex3fbuffer)
10492                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10493         else
10494                 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10495         RSurf_DrawBatch();
10496 }
10497
10498 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10499 {
10500         const entity_render_t *queueentity = r_refdef.scene.worldentity;
10501         CHECKGLERROR
10502         if (depthonly)
10503                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10504         else if (prepass)
10505         {
10506                 if (!rsurface.texture->currentnumlayers)
10507                         return;
10508                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10509                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10510                 else
10511                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10512         }
10513         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10514                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10515         else if (!rsurface.texture->currentnumlayers)
10516                 return;
10517         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10518         {
10519                 // in the deferred case, transparent surfaces were queued during prepass
10520                 if (!r_shadow_usingdeferredprepass)
10521                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10522         }
10523         else
10524         {
10525                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10526                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10527         }
10528         CHECKGLERROR
10529 }
10530
10531 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10532 {
10533         int i, j;
10534         texture_t *texture;
10535         R_FrameData_SetMark();
10536         // break the surface list down into batches by texture and use of lightmapping
10537         for (i = 0;i < numsurfaces;i = j)
10538         {
10539                 j = i + 1;
10540                 // texture is the base texture pointer, rsurface.texture is the
10541                 // current frame/skin the texture is directing us to use (for example
10542                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10543                 // use skin 1 instead)
10544                 texture = surfacelist[i]->texture;
10545                 rsurface.texture = R_GetCurrentTexture(texture);
10546                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10547                 {
10548                         // if this texture is not the kind we want, skip ahead to the next one
10549                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10550                                 ;
10551                         continue;
10552                 }
10553                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10554                 {
10555                         rsurface.lightmaptexture = NULL;
10556                         rsurface.deluxemaptexture = NULL;
10557                         rsurface.uselightmaptexture = false;
10558                         // simply scan ahead until we find a different texture or lightmap state
10559                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10560                                 ;
10561                 }
10562                 else
10563                 {
10564                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10565                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10566                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10567                         // simply scan ahead until we find a different texture or lightmap state
10568                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10569                                 ;
10570                 }
10571                 // render the range of surfaces
10572                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10573         }
10574         R_FrameData_ReturnToMark();
10575 }
10576
10577 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10578 {
10579         CHECKGLERROR
10580         if (depthonly)
10581                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10582         else if (prepass)
10583         {
10584                 if (!rsurface.texture->currentnumlayers)
10585                         return;
10586                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10587                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10588                 else
10589                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10590         }
10591         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10592                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10593         else if (!rsurface.texture->currentnumlayers)
10594                 return;
10595         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10596         {
10597                 // in the deferred case, transparent surfaces were queued during prepass
10598                 if (!r_shadow_usingdeferredprepass)
10599                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10600         }
10601         else
10602         {
10603                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10604                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10605         }
10606         CHECKGLERROR
10607 }
10608
10609 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10610 {
10611         int i, j;
10612         texture_t *texture;
10613         R_FrameData_SetMark();
10614         // break the surface list down into batches by texture and use of lightmapping
10615         for (i = 0;i < numsurfaces;i = j)
10616         {
10617                 j = i + 1;
10618                 // texture is the base texture pointer, rsurface.texture is the
10619                 // current frame/skin the texture is directing us to use (for example
10620                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10621                 // use skin 1 instead)
10622                 texture = surfacelist[i]->texture;
10623                 rsurface.texture = R_GetCurrentTexture(texture);
10624                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10625                 {
10626                         // if this texture is not the kind we want, skip ahead to the next one
10627                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10628                                 ;
10629                         continue;
10630                 }
10631                 if(FAKELIGHT_ENABLED || depthonly || prepass)
10632                 {
10633                         rsurface.lightmaptexture = NULL;
10634                         rsurface.deluxemaptexture = NULL;
10635                         rsurface.uselightmaptexture = false;
10636                         // simply scan ahead until we find a different texture or lightmap state
10637                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10638                                 ;
10639                 }
10640                 else
10641                 {
10642                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10643                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10644                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10645                         // simply scan ahead until we find a different texture or lightmap state
10646                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10647                                 ;
10648                 }
10649                 // render the range of surfaces
10650                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10651         }
10652         R_FrameData_ReturnToMark();
10653 }
10654
10655 float locboxvertex3f[6*4*3] =
10656 {
10657         1,0,1, 1,0,0, 1,1,0, 1,1,1,
10658         0,1,1, 0,1,0, 0,0,0, 0,0,1,
10659         1,1,1, 1,1,0, 0,1,0, 0,1,1,
10660         0,0,1, 0,0,0, 1,0,0, 1,0,1,
10661         0,0,1, 1,0,1, 1,1,1, 0,1,1,
10662         1,0,0, 0,0,0, 0,1,0, 1,1,0
10663 };
10664
10665 unsigned short locboxelements[6*2*3] =
10666 {
10667          0, 1, 2, 0, 2, 3,
10668          4, 5, 6, 4, 6, 7,
10669          8, 9,10, 8,10,11,
10670         12,13,14, 12,14,15,
10671         16,17,18, 16,18,19,
10672         20,21,22, 20,22,23
10673 };
10674
10675 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10676 {
10677         int i, j;
10678         cl_locnode_t *loc = (cl_locnode_t *)ent;
10679         vec3_t mins, size;
10680         float vertex3f[6*4*3];
10681         CHECKGLERROR
10682         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10683         GL_DepthMask(false);
10684         GL_DepthRange(0, 1);
10685         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10686         GL_DepthTest(true);
10687         GL_CullFace(GL_NONE);
10688         R_EntityMatrix(&identitymatrix);
10689
10690 //      R_Mesh_ResetTextureState();
10691
10692         i = surfacelist[0];
10693         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10694                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10695                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10696                         surfacelist[0] < 0 ? 0.5f : 0.125f);
10697
10698         if (VectorCompare(loc->mins, loc->maxs))
10699         {
10700                 VectorSet(size, 2, 2, 2);
10701                 VectorMA(loc->mins, -0.5f, size, mins);
10702         }
10703         else
10704         {
10705                 VectorCopy(loc->mins, mins);
10706                 VectorSubtract(loc->maxs, loc->mins, size);
10707         }
10708
10709         for (i = 0;i < 6*4*3;)
10710                 for (j = 0;j < 3;j++, i++)
10711                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10712
10713         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10714         R_SetupShader_Generic_NoTexture(false, false);
10715         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10716 }
10717
10718 void R_DrawLocs(void)
10719 {
10720         int index;
10721         cl_locnode_t *loc, *nearestloc;
10722         vec3_t center;
10723         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10724         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10725         {
10726                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10727                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10728         }
10729 }
10730
10731 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10732 {
10733         if (decalsystem->decals)
10734                 Mem_Free(decalsystem->decals);
10735         memset(decalsystem, 0, sizeof(*decalsystem));
10736 }
10737
10738 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)
10739 {
10740         tridecal_t *decal;
10741         tridecal_t *decals;
10742         int i;
10743
10744         // expand or initialize the system
10745         if (decalsystem->maxdecals <= decalsystem->numdecals)
10746         {
10747                 decalsystem_t old = *decalsystem;
10748                 qboolean useshortelements;
10749                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10750                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10751                 decalsystem->decals = (tridecal_t *)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)));
10752                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10753                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10754                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10755                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10756                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10757                 if (decalsystem->numdecals)
10758                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10759                 if (old.decals)
10760                         Mem_Free(old.decals);
10761                 for (i = 0;i < decalsystem->maxdecals*3;i++)
10762                         decalsystem->element3i[i] = i;
10763                 if (useshortelements)
10764                         for (i = 0;i < decalsystem->maxdecals*3;i++)
10765                                 decalsystem->element3s[i] = i;
10766         }
10767
10768         // grab a decal and search for another free slot for the next one
10769         decals = decalsystem->decals;
10770         decal = decalsystem->decals + (i = decalsystem->freedecal++);
10771         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10772                 ;
10773         decalsystem->freedecal = i;
10774         if (decalsystem->numdecals <= i)
10775                 decalsystem->numdecals = i + 1;
10776
10777         // initialize the decal
10778         decal->lived = 0;
10779         decal->triangleindex = triangleindex;
10780         decal->surfaceindex = surfaceindex;
10781         decal->decalsequence = decalsequence;
10782         decal->color4f[0][0] = c0[0];
10783         decal->color4f[0][1] = c0[1];
10784         decal->color4f[0][2] = c0[2];
10785         decal->color4f[0][3] = 1;
10786         decal->color4f[1][0] = c1[0];
10787         decal->color4f[1][1] = c1[1];
10788         decal->color4f[1][2] = c1[2];
10789         decal->color4f[1][3] = 1;
10790         decal->color4f[2][0] = c2[0];
10791         decal->color4f[2][1] = c2[1];
10792         decal->color4f[2][2] = c2[2];
10793         decal->color4f[2][3] = 1;
10794         decal->vertex3f[0][0] = v0[0];
10795         decal->vertex3f[0][1] = v0[1];
10796         decal->vertex3f[0][2] = v0[2];
10797         decal->vertex3f[1][0] = v1[0];
10798         decal->vertex3f[1][1] = v1[1];
10799         decal->vertex3f[1][2] = v1[2];
10800         decal->vertex3f[2][0] = v2[0];
10801         decal->vertex3f[2][1] = v2[1];
10802         decal->vertex3f[2][2] = v2[2];
10803         decal->texcoord2f[0][0] = t0[0];
10804         decal->texcoord2f[0][1] = t0[1];
10805         decal->texcoord2f[1][0] = t1[0];
10806         decal->texcoord2f[1][1] = t1[1];
10807         decal->texcoord2f[2][0] = t2[0];
10808         decal->texcoord2f[2][1] = t2[1];
10809         TriangleNormal(v0, v1, v2, decal->plane);
10810         VectorNormalize(decal->plane);
10811         decal->plane[3] = DotProduct(v0, decal->plane);
10812 }
10813
10814 extern cvar_t cl_decals_bias;
10815 extern cvar_t cl_decals_models;
10816 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10817 // baseparms, parms, temps
10818 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10819 {
10820         int cornerindex;
10821         int index;
10822         float v[9][3];
10823         const float *vertex3f;
10824         const float *normal3f;
10825         int numpoints;
10826         float points[2][9][3];
10827         float temp[3];
10828         float tc[9][2];
10829         float f;
10830         float c[9][4];
10831         const int *e;
10832
10833         e = rsurface.modelelement3i + 3*triangleindex;
10834
10835         vertex3f = rsurface.modelvertex3f;
10836         normal3f = rsurface.modelnormal3f;
10837
10838         if (normal3f)
10839         {
10840                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10841                 {
10842                         index = 3*e[cornerindex];
10843                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10844                 }
10845         }
10846         else
10847         {
10848                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10849                 {
10850                         index = 3*e[cornerindex];
10851                         VectorCopy(vertex3f + index, v[cornerindex]);
10852                 }
10853         }
10854
10855         // cull backfaces
10856         //TriangleNormal(v[0], v[1], v[2], normal);
10857         //if (DotProduct(normal, localnormal) < 0.0f)
10858         //      continue;
10859         // clip by each of the box planes formed from the projection matrix
10860         // if anything survives, we emit the decal
10861         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]);
10862         if (numpoints < 3)
10863                 return;
10864         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]);
10865         if (numpoints < 3)
10866                 return;
10867         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]);
10868         if (numpoints < 3)
10869                 return;
10870         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]);
10871         if (numpoints < 3)
10872                 return;
10873         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]);
10874         if (numpoints < 3)
10875                 return;
10876         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]);
10877         if (numpoints < 3)
10878                 return;
10879         // some part of the triangle survived, so we have to accept it...
10880         if (dynamic)
10881         {
10882                 // dynamic always uses the original triangle
10883                 numpoints = 3;
10884                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10885                 {
10886                         index = 3*e[cornerindex];
10887                         VectorCopy(vertex3f + index, v[cornerindex]);
10888                 }
10889         }
10890         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10891         {
10892                 // convert vertex positions to texcoords
10893                 Matrix4x4_Transform(projection, v[cornerindex], temp);
10894                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10895                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10896                 // calculate distance fade from the projection origin
10897                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10898                 f = bound(0.0f, f, 1.0f);
10899                 c[cornerindex][0] = r * f;
10900                 c[cornerindex][1] = g * f;
10901                 c[cornerindex][2] = b * f;
10902                 c[cornerindex][3] = 1.0f;
10903                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10904         }
10905         if (dynamic)
10906                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
10907         else
10908                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10909                         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);
10910 }
10911 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)
10912 {
10913         matrix4x4_t projection;
10914         decalsystem_t *decalsystem;
10915         qboolean dynamic;
10916         dp_model_t *model;
10917         const msurface_t *surface;
10918         const msurface_t *surfaces;
10919         const int *surfacelist;
10920         const texture_t *texture;
10921         int numtriangles;
10922         int numsurfacelist;
10923         int surfacelistindex;
10924         int surfaceindex;
10925         int triangleindex;
10926         float localorigin[3];
10927         float localnormal[3];
10928         float localmins[3];
10929         float localmaxs[3];
10930         float localsize;
10931         //float normal[3];
10932         float planes[6][4];
10933         float angles[3];
10934         bih_t *bih;
10935         int bih_triangles_count;
10936         int bih_triangles[256];
10937         int bih_surfaces[256];
10938
10939         decalsystem = &ent->decalsystem;
10940         model = ent->model;
10941         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10942         {
10943                 R_DecalSystem_Reset(&ent->decalsystem);
10944                 return;
10945         }
10946
10947         if (!model->brush.data_leafs && !cl_decals_models.integer)
10948         {
10949                 if (decalsystem->model)
10950                         R_DecalSystem_Reset(decalsystem);
10951                 return;
10952         }
10953
10954         if (decalsystem->model != model)
10955                 R_DecalSystem_Reset(decalsystem);
10956         decalsystem->model = model;
10957
10958         RSurf_ActiveModelEntity(ent, true, false, false);
10959
10960         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10961         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10962         VectorNormalize(localnormal);
10963         localsize = worldsize*rsurface.inversematrixscale;
10964         localmins[0] = localorigin[0] - localsize;
10965         localmins[1] = localorigin[1] - localsize;
10966         localmins[2] = localorigin[2] - localsize;
10967         localmaxs[0] = localorigin[0] + localsize;
10968         localmaxs[1] = localorigin[1] + localsize;
10969         localmaxs[2] = localorigin[2] + localsize;
10970
10971         //VectorCopy(localnormal, planes[4]);
10972         //VectorVectors(planes[4], planes[2], planes[0]);
10973         AnglesFromVectors(angles, localnormal, NULL, false);
10974         AngleVectors(angles, planes[0], planes[2], planes[4]);
10975         VectorNegate(planes[0], planes[1]);
10976         VectorNegate(planes[2], planes[3]);
10977         VectorNegate(planes[4], planes[5]);
10978         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10979         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10980         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10981         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10982         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10983         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10984
10985 #if 1
10986 // works
10987 {
10988         matrix4x4_t forwardprojection;
10989         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10990         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10991 }
10992 #else
10993 // broken
10994 {
10995         float projectionvector[4][3];
10996         VectorScale(planes[0], ilocalsize, projectionvector[0]);
10997         VectorScale(planes[2], ilocalsize, projectionvector[1]);
10998         VectorScale(planes[4], ilocalsize, projectionvector[2]);
10999         projectionvector[0][0] = planes[0][0] * ilocalsize;
11000         projectionvector[0][1] = planes[1][0] * ilocalsize;
11001         projectionvector[0][2] = planes[2][0] * ilocalsize;
11002         projectionvector[1][0] = planes[0][1] * ilocalsize;
11003         projectionvector[1][1] = planes[1][1] * ilocalsize;
11004         projectionvector[1][2] = planes[2][1] * ilocalsize;
11005         projectionvector[2][0] = planes[0][2] * ilocalsize;
11006         projectionvector[2][1] = planes[1][2] * ilocalsize;
11007         projectionvector[2][2] = planes[2][2] * ilocalsize;
11008         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11009         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11010         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11011         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11012 }
11013 #endif
11014
11015         dynamic = model->surfmesh.isanimated;
11016         numsurfacelist = model->nummodelsurfaces;
11017         surfacelist = model->sortedmodelsurfaces;
11018         surfaces = model->data_surfaces;
11019
11020         bih = NULL;
11021         bih_triangles_count = -1;
11022         if(!dynamic)
11023         {
11024                 if(model->render_bih.numleafs)
11025                         bih = &model->render_bih;
11026                 else if(model->collision_bih.numleafs)
11027                         bih = &model->collision_bih;
11028         }
11029         if(bih)
11030                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11031         if(bih_triangles_count == 0)
11032                 return;
11033         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11034                 return;
11035         if(bih_triangles_count > 0)
11036         {
11037                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11038                 {
11039                         surfaceindex = bih_surfaces[triangleindex];
11040                         surface = surfaces + surfaceindex;
11041                         texture = surface->texture;
11042                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11043                                 continue;
11044                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11045                                 continue;
11046                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11047                 }
11048         }
11049         else
11050         {
11051                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11052                 {
11053                         surfaceindex = surfacelist[surfacelistindex];
11054                         surface = surfaces + surfaceindex;
11055                         // check cull box first because it rejects more than any other check
11056                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11057                                 continue;
11058                         // skip transparent surfaces
11059                         texture = surface->texture;
11060                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11061                                 continue;
11062                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11063                                 continue;
11064                         numtriangles = surface->num_triangles;
11065                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11066                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11067                 }
11068         }
11069 }
11070
11071 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11072 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)
11073 {
11074         int renderentityindex;
11075         float worldmins[3];
11076         float worldmaxs[3];
11077         entity_render_t *ent;
11078
11079         if (!cl_decals_newsystem.integer)
11080                 return;
11081
11082         worldmins[0] = worldorigin[0] - worldsize;
11083         worldmins[1] = worldorigin[1] - worldsize;
11084         worldmins[2] = worldorigin[2] - worldsize;
11085         worldmaxs[0] = worldorigin[0] + worldsize;
11086         worldmaxs[1] = worldorigin[1] + worldsize;
11087         worldmaxs[2] = worldorigin[2] + worldsize;
11088
11089         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11090
11091         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11092         {
11093                 ent = r_refdef.scene.entities[renderentityindex];
11094                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11095                         continue;
11096
11097                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11098         }
11099 }
11100
11101 typedef struct r_decalsystem_splatqueue_s
11102 {
11103         vec3_t worldorigin;
11104         vec3_t worldnormal;
11105         float color[4];
11106         float tcrange[4];
11107         float worldsize;
11108         int decalsequence;
11109 }
11110 r_decalsystem_splatqueue_t;
11111
11112 int r_decalsystem_numqueued = 0;
11113 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11114
11115 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)
11116 {
11117         r_decalsystem_splatqueue_t *queue;
11118
11119         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11120                 return;
11121
11122         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11123         VectorCopy(worldorigin, queue->worldorigin);
11124         VectorCopy(worldnormal, queue->worldnormal);
11125         Vector4Set(queue->color, r, g, b, a);
11126         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11127         queue->worldsize = worldsize;
11128         queue->decalsequence = cl.decalsequence++;
11129 }
11130
11131 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11132 {
11133         int i;
11134         r_decalsystem_splatqueue_t *queue;
11135
11136         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11137                 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);
11138         r_decalsystem_numqueued = 0;
11139 }
11140
11141 extern cvar_t cl_decals_max;
11142 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11143 {
11144         int i;
11145         decalsystem_t *decalsystem = &ent->decalsystem;
11146         int numdecals;
11147         int killsequence;
11148         tridecal_t *decal;
11149         float frametime;
11150         float lifetime;
11151
11152         if (!decalsystem->numdecals)
11153                 return;
11154
11155         if (r_showsurfaces.integer)
11156                 return;
11157
11158         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11159         {
11160                 R_DecalSystem_Reset(decalsystem);
11161                 return;
11162         }
11163
11164         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11165         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11166
11167         if (decalsystem->lastupdatetime)
11168                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11169         else
11170                 frametime = 0;
11171         decalsystem->lastupdatetime = r_refdef.scene.time;
11172         decal = decalsystem->decals;
11173         numdecals = decalsystem->numdecals;
11174
11175         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11176         {
11177                 if (decal->color4f[0][3])
11178                 {
11179                         decal->lived += frametime;
11180                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11181                         {
11182                                 memset(decal, 0, sizeof(*decal));
11183                                 if (decalsystem->freedecal > i)
11184                                         decalsystem->freedecal = i;
11185                         }
11186                 }
11187         }
11188         decal = decalsystem->decals;
11189         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11190                 numdecals--;
11191
11192         // collapse the array by shuffling the tail decals into the gaps
11193         for (;;)
11194         {
11195                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11196                         decalsystem->freedecal++;
11197                 if (decalsystem->freedecal == numdecals)
11198                         break;
11199                 decal[decalsystem->freedecal] = decal[--numdecals];
11200         }
11201
11202         decalsystem->numdecals = numdecals;
11203
11204         if (numdecals <= 0)
11205         {
11206                 // if there are no decals left, reset decalsystem
11207                 R_DecalSystem_Reset(decalsystem);
11208         }
11209 }
11210
11211 extern skinframe_t *decalskinframe;
11212 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11213 {
11214         int i;
11215         decalsystem_t *decalsystem = &ent->decalsystem;
11216         int numdecals;
11217         tridecal_t *decal;
11218         float faderate;
11219         float alpha;
11220         float *v3f;
11221         float *c4f;
11222         float *t2f;
11223         const int *e;
11224         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11225         int numtris = 0;
11226
11227         numdecals = decalsystem->numdecals;
11228         if (!numdecals)
11229                 return;
11230
11231         if (r_showsurfaces.integer)
11232                 return;
11233
11234         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11235         {
11236                 R_DecalSystem_Reset(decalsystem);
11237                 return;
11238         }
11239
11240         // if the model is static it doesn't matter what value we give for
11241         // wantnormals and wanttangents, so this logic uses only rules applicable
11242         // to a model, knowing that they are meaningless otherwise
11243         if (ent == r_refdef.scene.worldentity)
11244                 RSurf_ActiveWorldEntity();
11245         else
11246                 RSurf_ActiveModelEntity(ent, false, false, false);
11247
11248         decalsystem->lastupdatetime = r_refdef.scene.time;
11249         decal = decalsystem->decals;
11250
11251         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11252
11253         // update vertex positions for animated models
11254         v3f = decalsystem->vertex3f;
11255         c4f = decalsystem->color4f;
11256         t2f = decalsystem->texcoord2f;
11257         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11258         {
11259                 if (!decal->color4f[0][3])
11260                         continue;
11261
11262                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11263                         continue;
11264
11265                 // skip backfaces
11266                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11267                         continue;
11268
11269                 // update color values for fading decals
11270                 if (decal->lived >= cl_decals_time.value)
11271                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11272                 else
11273                         alpha = 1.0f;
11274
11275                 c4f[ 0] = decal->color4f[0][0] * alpha;
11276                 c4f[ 1] = decal->color4f[0][1] * alpha;
11277                 c4f[ 2] = decal->color4f[0][2] * alpha;
11278                 c4f[ 3] = 1;
11279                 c4f[ 4] = decal->color4f[1][0] * alpha;
11280                 c4f[ 5] = decal->color4f[1][1] * alpha;
11281                 c4f[ 6] = decal->color4f[1][2] * alpha;
11282                 c4f[ 7] = 1;
11283                 c4f[ 8] = decal->color4f[2][0] * alpha;
11284                 c4f[ 9] = decal->color4f[2][1] * alpha;
11285                 c4f[10] = decal->color4f[2][2] * alpha;
11286                 c4f[11] = 1;
11287
11288                 t2f[0] = decal->texcoord2f[0][0];
11289                 t2f[1] = decal->texcoord2f[0][1];
11290                 t2f[2] = decal->texcoord2f[1][0];
11291                 t2f[3] = decal->texcoord2f[1][1];
11292                 t2f[4] = decal->texcoord2f[2][0];
11293                 t2f[5] = decal->texcoord2f[2][1];
11294
11295                 // update vertex positions for animated models
11296                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11297                 {
11298                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11299                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11300                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11301                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11302                 }
11303                 else
11304                 {
11305                         VectorCopy(decal->vertex3f[0], v3f);
11306                         VectorCopy(decal->vertex3f[1], v3f + 3);
11307                         VectorCopy(decal->vertex3f[2], v3f + 6);
11308                 }
11309
11310                 if (r_refdef.fogenabled)
11311                 {
11312                         alpha = RSurf_FogVertex(v3f);
11313                         VectorScale(c4f, alpha, c4f);
11314                         alpha = RSurf_FogVertex(v3f + 3);
11315                         VectorScale(c4f + 4, alpha, c4f + 4);
11316                         alpha = RSurf_FogVertex(v3f + 6);
11317                         VectorScale(c4f + 8, alpha, c4f + 8);
11318                 }
11319
11320                 v3f += 9;
11321                 c4f += 12;
11322                 t2f += 6;
11323                 numtris++;
11324         }
11325
11326         if (numtris > 0)
11327         {
11328                 r_refdef.stats.drawndecals += numtris;
11329
11330                 // now render the decals all at once
11331                 // (this assumes they all use one particle font texture!)
11332                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11333 //              R_Mesh_ResetTextureState();
11334                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11335                 GL_DepthMask(false);
11336                 GL_DepthRange(0, 1);
11337                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11338                 GL_DepthTest(true);
11339                 GL_CullFace(GL_NONE);
11340                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11341                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11342                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11343         }
11344 }
11345
11346 static void R_DrawModelDecals(void)
11347 {
11348         int i, numdecals;
11349
11350         // fade faster when there are too many decals
11351         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11352         for (i = 0;i < r_refdef.scene.numentities;i++)
11353                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11354
11355         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11356         for (i = 0;i < r_refdef.scene.numentities;i++)
11357                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11358                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11359
11360         R_DecalSystem_ApplySplatEntitiesQueue();
11361
11362         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11363         for (i = 0;i < r_refdef.scene.numentities;i++)
11364                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11365
11366         r_refdef.stats.totaldecals += numdecals;
11367
11368         if (r_showsurfaces.integer)
11369                 return;
11370
11371         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11372
11373         for (i = 0;i < r_refdef.scene.numentities;i++)
11374         {
11375                 if (!r_refdef.viewcache.entityvisible[i])
11376                         continue;
11377                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11378                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11379         }
11380 }
11381
11382 extern cvar_t mod_collision_bih;
11383 void R_DrawDebugModel(void)
11384 {
11385         entity_render_t *ent = rsurface.entity;
11386         int i, j, k, l, flagsmask;
11387         const msurface_t *surface;
11388         dp_model_t *model = ent->model;
11389         vec3_t v;
11390
11391         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11392                 return;
11393
11394         if (r_showoverdraw.value > 0)
11395         {
11396                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11397                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11398                 R_SetupShader_Generic_NoTexture(false, false);
11399                 GL_DepthTest(false);
11400                 GL_DepthMask(false);
11401                 GL_DepthRange(0, 1);
11402                 GL_BlendFunc(GL_ONE, GL_ONE);
11403                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11404                 {
11405                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11406                                 continue;
11407                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11408                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11409                         {
11410                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11411                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11412                                 if (!rsurface.texture->currentlayers->depthmask)
11413                                         GL_Color(c, 0, 0, 1.0f);
11414                                 else if (ent == r_refdef.scene.worldentity)
11415                                         GL_Color(c, c, c, 1.0f);
11416                                 else
11417                                         GL_Color(0, c, 0, 1.0f);
11418                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11419                                 RSurf_DrawBatch();
11420                         }
11421                 }
11422                 rsurface.texture = NULL;
11423         }
11424
11425         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11426
11427 //      R_Mesh_ResetTextureState();
11428         R_SetupShader_Generic_NoTexture(false, false);
11429         GL_DepthRange(0, 1);
11430         GL_DepthTest(!r_showdisabledepthtest.integer);
11431         GL_DepthMask(false);
11432         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11433
11434         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11435         {
11436                 int triangleindex;
11437                 int bihleafindex;
11438                 qboolean cullbox = ent == r_refdef.scene.worldentity;
11439                 const q3mbrush_t *brush;
11440                 const bih_t *bih = &model->collision_bih;
11441                 const bih_leaf_t *bihleaf;
11442                 float vertex3f[3][3];
11443                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11444                 cullbox = false;
11445                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11446                 {
11447                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11448                                 continue;
11449                         switch (bihleaf->type)
11450                         {
11451                         case BIH_BRUSH:
11452                                 brush = model->brush.data_brushes + bihleaf->itemindex;
11453                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
11454                                 {
11455                                         GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11456                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11457                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11458                                 }
11459                                 break;
11460                         case BIH_COLLISIONTRIANGLE:
11461                                 triangleindex = bihleaf->itemindex;
11462                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11463                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11464                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11465                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11466                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11467                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11468                                 break;
11469                         case BIH_RENDERTRIANGLE:
11470                                 triangleindex = bihleaf->itemindex;
11471                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11472                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11473                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11474                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11475                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11476                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11477                                 break;
11478                         }
11479                 }
11480         }
11481
11482         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11483
11484 #ifndef USE_GLES2
11485         if (r_showtris.integer && qglPolygonMode)
11486         {
11487                 if (r_showdisabledepthtest.integer)
11488                 {
11489                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11490                         GL_DepthMask(false);
11491                 }
11492                 else
11493                 {
11494                         GL_BlendFunc(GL_ONE, GL_ZERO);
11495                         GL_DepthMask(true);
11496                 }
11497                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11498                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11499                 {
11500                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11501                                 continue;
11502                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11503                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11504                         {
11505                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11506                                 if (!rsurface.texture->currentlayers->depthmask)
11507                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11508                                 else if (ent == r_refdef.scene.worldentity)
11509                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11510                                 else
11511                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11512                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11513                                 RSurf_DrawBatch();
11514                         }
11515                 }
11516                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11517                 rsurface.texture = NULL;
11518         }
11519
11520         if (r_shownormals.value != 0 && qglBegin)
11521         {
11522                 if (r_showdisabledepthtest.integer)
11523                 {
11524                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11525                         GL_DepthMask(false);
11526                 }
11527                 else
11528                 {
11529                         GL_BlendFunc(GL_ONE, GL_ZERO);
11530                         GL_DepthMask(true);
11531                 }
11532                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11533                 {
11534                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11535                                 continue;
11536                         rsurface.texture = R_GetCurrentTexture(surface->texture);
11537                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11538                         {
11539                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11540                                 qglBegin(GL_LINES);
11541                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11542                                 {
11543                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11544                                         {
11545                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11546                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11547                                                 qglVertex3f(v[0], v[1], v[2]);
11548                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11549                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11550                                                 qglVertex3f(v[0], v[1], v[2]);
11551                                         }
11552                                 }
11553                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11554                                 {
11555                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11556                                         {
11557                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11558                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11559                                                 qglVertex3f(v[0], v[1], v[2]);
11560                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11561                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11562                                                 qglVertex3f(v[0], v[1], v[2]);
11563                                         }
11564                                 }
11565                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11566                                 {
11567                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11568                                         {
11569                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11570                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11571                                                 qglVertex3f(v[0], v[1], v[2]);
11572                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11573                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11574                                                 qglVertex3f(v[0], v[1], v[2]);
11575                                         }
11576                                 }
11577                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11578                                 {
11579                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11580                                         {
11581                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11582                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11583                                                 qglVertex3f(v[0], v[1], v[2]);
11584                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11585                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11586                                                 qglVertex3f(v[0], v[1], v[2]);
11587                                         }
11588                                 }
11589                                 qglEnd();
11590                                 CHECKGLERROR
11591                         }
11592                 }
11593                 rsurface.texture = NULL;
11594         }
11595 #endif
11596 }
11597
11598 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11599 int r_maxsurfacelist = 0;
11600 const msurface_t **r_surfacelist = NULL;
11601 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11602 {
11603         int i, j, endj, flagsmask;
11604         dp_model_t *model = r_refdef.scene.worldmodel;
11605         msurface_t *surfaces;
11606         unsigned char *update;
11607         int numsurfacelist = 0;
11608         if (model == NULL)
11609                 return;
11610
11611         if (r_maxsurfacelist < model->num_surfaces)
11612         {
11613                 r_maxsurfacelist = model->num_surfaces;
11614                 if (r_surfacelist)
11615                         Mem_Free((msurface_t**)r_surfacelist);
11616                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11617         }
11618
11619         RSurf_ActiveWorldEntity();
11620
11621         surfaces = model->data_surfaces;
11622         update = model->brushq1.lightmapupdateflags;
11623
11624         // update light styles on this submodel
11625         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11626         {
11627                 model_brush_lightstyleinfo_t *style;
11628                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11629                 {
11630                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11631                         {
11632                                 int *list = style->surfacelist;
11633                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11634                                 for (j = 0;j < style->numsurfaces;j++)
11635                                         update[list[j]] = true;
11636                         }
11637                 }
11638         }
11639
11640         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11641
11642         if (debug)
11643         {
11644                 R_DrawDebugModel();
11645                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11646                 return;
11647         }
11648
11649         rsurface.lightmaptexture = NULL;
11650         rsurface.deluxemaptexture = NULL;
11651         rsurface.uselightmaptexture = false;
11652         rsurface.texture = NULL;
11653         rsurface.rtlight = NULL;
11654         numsurfacelist = 0;
11655         // add visible surfaces to draw list
11656         for (i = 0;i < model->nummodelsurfaces;i++)
11657         {
11658                 j = model->sortedmodelsurfaces[i];
11659                 if (r_refdef.viewcache.world_surfacevisible[j])
11660                         r_surfacelist[numsurfacelist++] = surfaces + j;
11661         }
11662         // update lightmaps if needed
11663         if (model->brushq1.firstrender)
11664         {
11665                 model->brushq1.firstrender = false;
11666                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11667                         if (update[j])
11668                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11669         }
11670         else if (update)
11671         {
11672                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11673                         if (r_refdef.viewcache.world_surfacevisible[j])
11674                                 if (update[j])
11675                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11676         }
11677         // don't do anything if there were no surfaces
11678         if (!numsurfacelist)
11679         {
11680                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11681                 return;
11682         }
11683         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11684
11685         // add to stats if desired
11686         if (r_speeds.integer && !skysurfaces && !depthonly)
11687         {
11688                 r_refdef.stats.world_surfaces += numsurfacelist;
11689                 for (j = 0;j < numsurfacelist;j++)
11690                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11691         }
11692
11693         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11694 }
11695
11696 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11697 {
11698         int i, j, endj, flagsmask;
11699         dp_model_t *model = ent->model;
11700         msurface_t *surfaces;
11701         unsigned char *update;
11702         int numsurfacelist = 0;
11703         if (model == NULL)
11704                 return;
11705
11706         if (r_maxsurfacelist < model->num_surfaces)
11707         {
11708                 r_maxsurfacelist = model->num_surfaces;
11709                 if (r_surfacelist)
11710                         Mem_Free((msurface_t **)r_surfacelist);
11711                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11712         }
11713
11714         // if the model is static it doesn't matter what value we give for
11715         // wantnormals and wanttangents, so this logic uses only rules applicable
11716         // to a model, knowing that they are meaningless otherwise
11717         if (ent == r_refdef.scene.worldentity)
11718                 RSurf_ActiveWorldEntity();
11719         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11720                 RSurf_ActiveModelEntity(ent, false, false, false);
11721         else if (prepass)
11722                 RSurf_ActiveModelEntity(ent, true, true, true);
11723         else if (depthonly)
11724         {
11725                 switch (vid.renderpath)
11726                 {
11727                 case RENDERPATH_GL20:
11728                 case RENDERPATH_D3D9:
11729                 case RENDERPATH_D3D10:
11730                 case RENDERPATH_D3D11:
11731                 case RENDERPATH_SOFT:
11732                 case RENDERPATH_GLES2:
11733                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11734                         break;
11735                 case RENDERPATH_GL11:
11736                 case RENDERPATH_GL13:
11737                 case RENDERPATH_GLES1:
11738                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11739                         break;
11740                 }
11741         }
11742         else
11743         {
11744                 switch (vid.renderpath)
11745                 {
11746                 case RENDERPATH_GL20:
11747                 case RENDERPATH_D3D9:
11748                 case RENDERPATH_D3D10:
11749                 case RENDERPATH_D3D11:
11750                 case RENDERPATH_SOFT:
11751                 case RENDERPATH_GLES2:
11752                         RSurf_ActiveModelEntity(ent, true, true, false);
11753                         break;
11754                 case RENDERPATH_GL11:
11755                 case RENDERPATH_GL13:
11756                 case RENDERPATH_GLES1:
11757                         RSurf_ActiveModelEntity(ent, true, false, false);
11758                         break;
11759                 }
11760         }
11761
11762         surfaces = model->data_surfaces;
11763         update = model->brushq1.lightmapupdateflags;
11764
11765         // update light styles
11766         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11767         {
11768                 model_brush_lightstyleinfo_t *style;
11769                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11770                 {
11771                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
11772                         {
11773                                 int *list = style->surfacelist;
11774                                 style->value = r_refdef.scene.lightstylevalue[style->style];
11775                                 for (j = 0;j < style->numsurfaces;j++)
11776                                         update[list[j]] = true;
11777                         }
11778                 }
11779         }
11780
11781         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11782
11783         if (debug)
11784         {
11785                 R_DrawDebugModel();
11786                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11787                 return;
11788         }
11789
11790         rsurface.lightmaptexture = NULL;
11791         rsurface.deluxemaptexture = NULL;
11792         rsurface.uselightmaptexture = false;
11793         rsurface.texture = NULL;
11794         rsurface.rtlight = NULL;
11795         numsurfacelist = 0;
11796         // add visible surfaces to draw list
11797         for (i = 0;i < model->nummodelsurfaces;i++)
11798                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11799         // don't do anything if there were no surfaces
11800         if (!numsurfacelist)
11801         {
11802                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11803                 return;
11804         }
11805         // update lightmaps if needed
11806         if (update)
11807         {
11808                 int updated = 0;
11809                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11810                 {
11811                         if (update[j])
11812                         {
11813                                 updated++;
11814                                 R_BuildLightMap(ent, surfaces + j);
11815                         }
11816                 }
11817         }
11818         if (update)
11819                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11820                         if (update[j])
11821                                 R_BuildLightMap(ent, surfaces + j);
11822         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11823
11824         // add to stats if desired
11825         if (r_speeds.integer && !skysurfaces && !depthonly)
11826         {
11827                 r_refdef.stats.entities_surfaces += numsurfacelist;
11828                 for (j = 0;j < numsurfacelist;j++)
11829                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11830         }
11831
11832         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11833 }
11834
11835 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11836 {
11837         static texture_t texture;
11838         static msurface_t surface;
11839         const msurface_t *surfacelist = &surface;
11840
11841         // fake enough texture and surface state to render this geometry
11842
11843         texture.update_lastrenderframe = -1; // regenerate this texture
11844         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11845         texture.currentskinframe = skinframe;
11846         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11847         texture.offsetmapping = OFFSETMAPPING_OFF;
11848         texture.offsetscale = 1;
11849         texture.specularscalemod = 1;
11850         texture.specularpowermod = 1;
11851
11852         surface.texture = &texture;
11853         surface.num_triangles = numtriangles;
11854         surface.num_firsttriangle = firsttriangle;
11855         surface.num_vertices = numvertices;
11856         surface.num_firstvertex = firstvertex;
11857
11858         // now render it
11859         rsurface.texture = R_GetCurrentTexture(surface.texture);
11860         rsurface.lightmaptexture = NULL;
11861         rsurface.deluxemaptexture = NULL;
11862         rsurface.uselightmaptexture = false;
11863         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11864 }
11865
11866 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11867 {
11868         static msurface_t surface;
11869         const msurface_t *surfacelist = &surface;
11870
11871         // fake enough texture and surface state to render this geometry
11872         surface.texture = texture;
11873         surface.num_triangles = numtriangles;
11874         surface.num_firsttriangle = firsttriangle;
11875         surface.num_vertices = numvertices;
11876         surface.num_firstvertex = firstvertex;
11877
11878         // now render it
11879         rsurface.texture = R_GetCurrentTexture(surface.texture);
11880         rsurface.lightmaptexture = NULL;
11881         rsurface.deluxemaptexture = NULL;
11882         rsurface.uselightmaptexture = false;
11883         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11884 }