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Argh. Fix my last fix :( changed the wrong field to GL_TEXTURE_2D.
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #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 static qboolean r_gpuskeletal;
48
49 //
50 // screen size info
51 //
52 r_refdef_t r_refdef;
53
54 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
55 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
56 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
57 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
58 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)"};
59 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
60 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"};
61 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"};
62 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"};
63 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"};
64 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"};
65 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"};
66
67 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
68 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"};
69 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
70 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)"};
71 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72
73 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"};
74 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
75 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
76 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
77 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
78 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
79 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
80 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"};
81 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
82 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
83 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
84 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
85 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)"};
86 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 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"};
89 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"};
90 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
91 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"};
92 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"};
93 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"};
94 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
95 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
96 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
97 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
98 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
99 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
100 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
101 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)"};
102 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)"};
103 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
104 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
105 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
106 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
107 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108
109 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
110 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
111 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112
113 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
114 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
115 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
116 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."};
117 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
118 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
119 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
120 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."};
121 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
122 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
123 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
124 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
125 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
126 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"};
127 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"};
128 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
130 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
131 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
132 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
133 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"};
134 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
135 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
136 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
137 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
138 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
139
140 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
141 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
142 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
143 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
144 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
145 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
146 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
147 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
148
149 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)"};
150 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"};
151
152 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
153 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
154 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
155
156 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
157 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"};
158 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"};
159 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
160 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
161 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"};
162 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)"};
163 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)"};
164 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
165
166 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
167 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)"};
168 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
169 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)"};
170 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
171 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)"};
172 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)"};
173 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
174 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"};
175 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."};
176 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
177 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)"};
178 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)"};
179 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)"};
180 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)"};
181 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)"};
182 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)"};
183 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)"};
184 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)"};
185
186 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)"};
187 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
188 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"};
189 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
190 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
191 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
192 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"};
193 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"};
194 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)"};
195
196 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
197 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
198 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
199 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
200
201 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
202 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
203
204 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
205 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
206 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
207 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
208 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
209 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
210
211 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
212 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
213 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
214 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
215 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
216 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
217 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
218 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
219 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
220 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
221
222 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"};
223
224 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"};
225
226 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
227
228 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
229
230 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
231 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
232 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
233 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
234
235 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
236 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"};
237
238 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, requires mod_q3shader_force_terrain_alphaflag on."};
239
240 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)"};
241 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
242 {
243         {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
244         {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
245         {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
246         {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
247 };
248
249 extern cvar_t v_glslgamma;
250 extern cvar_t v_glslgamma_2d;
251
252 extern qboolean v_flipped_state;
253
254 r_framebufferstate_t r_fb;
255
256 /// shadow volume bsp struct with automatically growing nodes buffer
257 svbsp_t r_svbsp;
258
259 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
260
261 rtexture_t *r_texture_blanknormalmap;
262 rtexture_t *r_texture_white;
263 rtexture_t *r_texture_grey128;
264 rtexture_t *r_texture_black;
265 rtexture_t *r_texture_notexture;
266 rtexture_t *r_texture_whitecube;
267 rtexture_t *r_texture_normalizationcube;
268 rtexture_t *r_texture_fogattenuation;
269 rtexture_t *r_texture_fogheighttexture;
270 rtexture_t *r_texture_gammaramps;
271 unsigned int r_texture_gammaramps_serial;
272 //rtexture_t *r_texture_fogintensity;
273 rtexture_t *r_texture_reflectcube;
274
275 // TODO: hash lookups?
276 typedef struct cubemapinfo_s
277 {
278         char basename[64];
279         rtexture_t *texture;
280 }
281 cubemapinfo_t;
282
283 int r_texture_numcubemaps;
284 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
285
286 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
287 unsigned int r_numqueries;
288 unsigned int r_maxqueries;
289
290 typedef struct r_qwskincache_s
291 {
292         char name[MAX_QPATH];
293         skinframe_t *skinframe;
294 }
295 r_qwskincache_t;
296
297 static r_qwskincache_t *r_qwskincache;
298 static int r_qwskincache_size;
299
300 /// vertex coordinates for a quad that covers the screen exactly
301 extern const float r_screenvertex3f[12];
302 extern const float r_d3dscreenvertex3f[12];
303 const float r_screenvertex3f[12] =
304 {
305         0, 0, 0,
306         1, 0, 0,
307         1, 1, 0,
308         0, 1, 0
309 };
310 const float r_d3dscreenvertex3f[12] =
311 {
312         0, 1, 0,
313         1, 1, 0,
314         1, 0, 0,
315         0, 0, 0
316 };
317
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
319 {
320         int i;
321         for (i = 0;i < verts;i++)
322         {
323                 out[0] = in[0] * r;
324                 out[1] = in[1] * g;
325                 out[2] = in[2] * b;
326                 out[3] = in[3];
327                 in += 4;
328                 out += 4;
329         }
330 }
331
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
333 {
334         int i;
335         for (i = 0;i < verts;i++)
336         {
337                 out[0] = r;
338                 out[1] = g;
339                 out[2] = b;
340                 out[3] = a;
341                 out += 4;
342         }
343 }
344
345 // FIXME: move this to client?
346 void FOG_clear(void)
347 {
348         if (gamemode == GAME_NEHAHRA)
349         {
350                 Cvar_Set("gl_fogenable", "0");
351                 Cvar_Set("gl_fogdensity", "0.2");
352                 Cvar_Set("gl_fogred", "0.3");
353                 Cvar_Set("gl_foggreen", "0.3");
354                 Cvar_Set("gl_fogblue", "0.3");
355         }
356         r_refdef.fog_density = 0;
357         r_refdef.fog_red = 0;
358         r_refdef.fog_green = 0;
359         r_refdef.fog_blue = 0;
360         r_refdef.fog_alpha = 1;
361         r_refdef.fog_start = 0;
362         r_refdef.fog_end = 16384;
363         r_refdef.fog_height = 1<<30;
364         r_refdef.fog_fadedepth = 128;
365         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
366 }
367
368 static void R_BuildBlankTextures(void)
369 {
370         unsigned char data[4];
371         data[2] = 128; // normal X
372         data[1] = 128; // normal Y
373         data[0] = 255; // normal Z
374         data[3] = 255; // height
375         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
376         data[0] = 255;
377         data[1] = 255;
378         data[2] = 255;
379         data[3] = 255;
380         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
381         data[0] = 128;
382         data[1] = 128;
383         data[2] = 128;
384         data[3] = 255;
385         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
386         data[0] = 0;
387         data[1] = 0;
388         data[2] = 0;
389         data[3] = 255;
390         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
391 }
392
393 static void R_BuildNoTexture(void)
394 {
395         int x, y;
396         unsigned char pix[16][16][4];
397         // this makes a light grey/dark grey checkerboard texture
398         for (y = 0;y < 16;y++)
399         {
400                 for (x = 0;x < 16;x++)
401                 {
402                         if ((y < 8) ^ (x < 8))
403                         {
404                                 pix[y][x][0] = 128;
405                                 pix[y][x][1] = 128;
406                                 pix[y][x][2] = 128;
407                                 pix[y][x][3] = 255;
408                         }
409                         else
410                         {
411                                 pix[y][x][0] = 64;
412                                 pix[y][x][1] = 64;
413                                 pix[y][x][2] = 64;
414                                 pix[y][x][3] = 255;
415                         }
416                 }
417         }
418         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
419 }
420
421 static void R_BuildWhiteCube(void)
422 {
423         unsigned char data[6*1*1*4];
424         memset(data, 255, sizeof(data));
425         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
426 }
427
428 static void R_BuildNormalizationCube(void)
429 {
430         int x, y, side;
431         vec3_t v;
432         vec_t s, t, intensity;
433 #define NORMSIZE 64
434         unsigned char *data;
435         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436         for (side = 0;side < 6;side++)
437         {
438                 for (y = 0;y < NORMSIZE;y++)
439                 {
440                         for (x = 0;x < NORMSIZE;x++)
441                         {
442                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
444                                 switch(side)
445                                 {
446                                 default:
447                                 case 0:
448                                         v[0] = 1;
449                                         v[1] = -t;
450                                         v[2] = -s;
451                                         break;
452                                 case 1:
453                                         v[0] = -1;
454                                         v[1] = -t;
455                                         v[2] = s;
456                                         break;
457                                 case 2:
458                                         v[0] = s;
459                                         v[1] = 1;
460                                         v[2] = t;
461                                         break;
462                                 case 3:
463                                         v[0] = s;
464                                         v[1] = -1;
465                                         v[2] = -t;
466                                         break;
467                                 case 4:
468                                         v[0] = s;
469                                         v[1] = -t;
470                                         v[2] = 1;
471                                         break;
472                                 case 5:
473                                         v[0] = -s;
474                                         v[1] = -t;
475                                         v[2] = -1;
476                                         break;
477                                 }
478                                 intensity = 127.0f / sqrt(DotProduct(v, v));
479                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482                                 data[((side*64+y)*64+x)*4+3] = 255;
483                         }
484                 }
485         }
486         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
487         Mem_Free(data);
488 }
489
490 static void R_BuildFogTexture(void)
491 {
492         int x, b;
493 #define FOGWIDTH 256
494         unsigned char data1[FOGWIDTH][4];
495         //unsigned char data2[FOGWIDTH][4];
496         double d, r, alpha;
497
498         r_refdef.fogmasktable_start = r_refdef.fog_start;
499         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500         r_refdef.fogmasktable_range = r_refdef.fogrange;
501         r_refdef.fogmasktable_density = r_refdef.fog_density;
502
503         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
505         {
506                 d = (x * r - r_refdef.fogmasktable_start);
507                 if(developer_extra.integer)
508                         Con_DPrintf("%f ", d);
509                 d = max(0, d);
510                 if (r_fog_exp2.integer)
511                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
512                 else
513                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514                 if(developer_extra.integer)
515                         Con_DPrintf(" : %f ", alpha);
516                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517                 if(developer_extra.integer)
518                         Con_DPrintf(" = %f\n", alpha);
519                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
520         }
521
522         for (x = 0;x < FOGWIDTH;x++)
523         {
524                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
525                 data1[x][0] = b;
526                 data1[x][1] = b;
527                 data1[x][2] = b;
528                 data1[x][3] = 255;
529                 //data2[x][0] = 255 - b;
530                 //data2[x][1] = 255 - b;
531                 //data2[x][2] = 255 - b;
532                 //data2[x][3] = 255;
533         }
534         if (r_texture_fogattenuation)
535         {
536                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
538         }
539         else
540         {
541                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
543         }
544 }
545
546 static void R_BuildFogHeightTexture(void)
547 {
548         unsigned char *inpixels;
549         int size;
550         int x;
551         int y;
552         int j;
553         float c[4];
554         float f;
555         inpixels = NULL;
556         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557         if (r_refdef.fogheighttexturename[0])
558                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
559         if (!inpixels)
560         {
561                 r_refdef.fog_height_tablesize = 0;
562                 if (r_texture_fogheighttexture)
563                         R_FreeTexture(r_texture_fogheighttexture);
564                 r_texture_fogheighttexture = NULL;
565                 if (r_refdef.fog_height_table2d)
566                         Mem_Free(r_refdef.fog_height_table2d);
567                 r_refdef.fog_height_table2d = NULL;
568                 if (r_refdef.fog_height_table1d)
569                         Mem_Free(r_refdef.fog_height_table1d);
570                 r_refdef.fog_height_table1d = NULL;
571                 return;
572         }
573         size = image_width;
574         r_refdef.fog_height_tablesize = size;
575         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
578         Mem_Free(inpixels);
579         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
580         // average fog color table accounting for every fog layer between a point
581         // and the camera.  (Note: attenuation is handled separately!)
582         for (y = 0;y < size;y++)
583         {
584                 for (x = 0;x < size;x++)
585                 {
586                         Vector4Clear(c);
587                         f = 0;
588                         if (x < y)
589                         {
590                                 for (j = x;j <= y;j++)
591                                 {
592                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
593                                         f++;
594                                 }
595                         }
596                         else
597                         {
598                                 for (j = x;j >= y;j--)
599                                 {
600                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
601                                         f++;
602                                 }
603                         }
604                         f = 1.0f / f;
605                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
609                 }
610         }
611         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
612 }
613
614 //=======================================================================================================================================================
615
616 static const char *builtinshaderstrings[] =
617 {
618 #include "shader_glsl.h"
619 0
620 };
621
622 const char *builtinhlslshaderstrings[] =
623 {
624 #include "shader_hlsl.h"
625 0
626 };
627
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
630
631 //=======================================================================================================================================================
632
633 typedef struct shaderpermutationinfo_s
634 {
635         const char *pretext;
636         const char *name;
637 }
638 shaderpermutationinfo_t;
639
640 typedef struct shadermodeinfo_s
641 {
642         const char *filename;
643         const char *pretext;
644         const char *name;
645 }
646 shadermodeinfo_t;
647
648 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
649 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
650 {
651         {"#define USEDIFFUSE\n", " diffuse"},
652         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
653         {"#define USEVIEWTINT\n", " viewtint"},
654         {"#define USECOLORMAPPING\n", " colormapping"},
655         {"#define USESATURATION\n", " saturation"},
656         {"#define USEFOGINSIDE\n", " foginside"},
657         {"#define USEFOGOUTSIDE\n", " fogoutside"},
658         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
659         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
660         {"#define USEGAMMARAMPS\n", " gammaramps"},
661         {"#define USECUBEFILTER\n", " cubefilter"},
662         {"#define USEGLOW\n", " glow"},
663         {"#define USEBLOOM\n", " bloom"},
664         {"#define USESPECULAR\n", " specular"},
665         {"#define USEPOSTPROCESSING\n", " postprocessing"},
666         {"#define USEREFLECTION\n", " reflection"},
667         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
668         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
669         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
670         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
671         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
672         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
673         {"#define USEALPHAKILL\n", " alphakill"},
674         {"#define USEREFLECTCUBE\n", " reflectcube"},
675         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
676         {"#define USEBOUNCEGRID\n", " bouncegrid"},
677         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
678         {"#define USETRIPPY\n", " trippy"},
679         {"#define USEDEPTHRGB\n", " depthrgb"},
680         {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
681         {"#define USESKELETAL\n", " skeletal"},
682         {"#define USEOCCLUDE\n", " occlude"}
683 };
684
685 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
686 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
687 {
688         {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
689         {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
690         {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
691         {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
692         {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
693         {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
694         {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
695         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
696         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
697         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
698         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
699         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
700         {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
701         {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
702         {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
703         {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
704         {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
705 };
706
707 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
708 {
709         {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
710         {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
711         {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
712         {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
713         {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
714         {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
715         {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
716         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
717         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
718         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
719         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
720         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
721         {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
722         {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
723         {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
724         {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
725         {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
726 };
727
728 struct r_glsl_permutation_s;
729 typedef struct r_glsl_permutation_s
730 {
731         /// hash lookup data
732         struct r_glsl_permutation_s *hashnext;
733         unsigned int mode;
734         unsigned int permutation;
735
736         /// indicates if we have tried compiling this permutation already
737         qboolean compiled;
738         /// 0 if compilation failed
739         int program;
740         // texture units assigned to each detected uniform
741         int tex_Texture_First;
742         int tex_Texture_Second;
743         int tex_Texture_GammaRamps;
744         int tex_Texture_Normal;
745         int tex_Texture_Color;
746         int tex_Texture_Gloss;
747         int tex_Texture_Glow;
748         int tex_Texture_SecondaryNormal;
749         int tex_Texture_SecondaryColor;
750         int tex_Texture_SecondaryGloss;
751         int tex_Texture_SecondaryGlow;
752         int tex_Texture_Pants;
753         int tex_Texture_Shirt;
754         int tex_Texture_FogHeightTexture;
755         int tex_Texture_FogMask;
756         int tex_Texture_Lightmap;
757         int tex_Texture_Deluxemap;
758         int tex_Texture_Attenuation;
759         int tex_Texture_Cube;
760         int tex_Texture_Refraction;
761         int tex_Texture_Reflection;
762         int tex_Texture_ShadowMap2D;
763         int tex_Texture_CubeProjection;
764         int tex_Texture_ScreenNormalMap;
765         int tex_Texture_ScreenDiffuse;
766         int tex_Texture_ScreenSpecular;
767         int tex_Texture_ReflectMask;
768         int tex_Texture_ReflectCube;
769         int tex_Texture_BounceGrid;
770         /// locations of detected uniforms in program object, or -1 if not found
771         int loc_Texture_First;
772         int loc_Texture_Second;
773         int loc_Texture_GammaRamps;
774         int loc_Texture_Normal;
775         int loc_Texture_Color;
776         int loc_Texture_Gloss;
777         int loc_Texture_Glow;
778         int loc_Texture_SecondaryNormal;
779         int loc_Texture_SecondaryColor;
780         int loc_Texture_SecondaryGloss;
781         int loc_Texture_SecondaryGlow;
782         int loc_Texture_Pants;
783         int loc_Texture_Shirt;
784         int loc_Texture_FogHeightTexture;
785         int loc_Texture_FogMask;
786         int loc_Texture_Lightmap;
787         int loc_Texture_Deluxemap;
788         int loc_Texture_Attenuation;
789         int loc_Texture_Cube;
790         int loc_Texture_Refraction;
791         int loc_Texture_Reflection;
792         int loc_Texture_ShadowMap2D;
793         int loc_Texture_CubeProjection;
794         int loc_Texture_ScreenNormalMap;
795         int loc_Texture_ScreenDiffuse;
796         int loc_Texture_ScreenSpecular;
797         int loc_Texture_ReflectMask;
798         int loc_Texture_ReflectCube;
799         int loc_Texture_BounceGrid;
800         int loc_Alpha;
801         int loc_BloomBlur_Parameters;
802         int loc_ClientTime;
803         int loc_Color_Ambient;
804         int loc_Color_Diffuse;
805         int loc_Color_Specular;
806         int loc_Color_Glow;
807         int loc_Color_Pants;
808         int loc_Color_Shirt;
809         int loc_DeferredColor_Ambient;
810         int loc_DeferredColor_Diffuse;
811         int loc_DeferredColor_Specular;
812         int loc_DeferredMod_Diffuse;
813         int loc_DeferredMod_Specular;
814         int loc_DistortScaleRefractReflect;
815         int loc_EyePosition;
816         int loc_FogColor;
817         int loc_FogHeightFade;
818         int loc_FogPlane;
819         int loc_FogPlaneViewDist;
820         int loc_FogRangeRecip;
821         int loc_LightColor;
822         int loc_LightDir;
823         int loc_LightPosition;
824         int loc_OffsetMapping_ScaleSteps;
825         int loc_OffsetMapping_LodDistance;
826         int loc_OffsetMapping_Bias;
827         int loc_PixelSize;
828         int loc_ReflectColor;
829         int loc_ReflectFactor;
830         int loc_ReflectOffset;
831         int loc_RefractColor;
832         int loc_Saturation;
833         int loc_ScreenCenterRefractReflect;
834         int loc_ScreenScaleRefractReflect;
835         int loc_ScreenToDepth;
836         int loc_ShadowMap_Parameters;
837         int loc_ShadowMap_TextureScale;
838         int loc_SpecularPower;
839         int loc_Skeletal_Transform12;
840         int loc_UserVec1;
841         int loc_UserVec2;
842         int loc_UserVec3;
843         int loc_UserVec4;
844         int loc_ViewTintColor;
845         int loc_ViewToLight;
846         int loc_ModelToLight;
847         int loc_TexMatrix;
848         int loc_BackgroundTexMatrix;
849         int loc_ModelViewProjectionMatrix;
850         int loc_ModelViewMatrix;
851         int loc_PixelToScreenTexCoord;
852         int loc_ModelToReflectCube;
853         int loc_ShadowMapMatrix;
854         int loc_BloomColorSubtract;
855         int loc_NormalmapScrollBlend;
856         int loc_BounceGridMatrix;
857         int loc_BounceGridIntensity;
858         /// uniform block bindings
859         int ubibind_Skeletal_Transform12_UniformBlock;
860         /// uniform block indices
861         int ubiloc_Skeletal_Transform12_UniformBlock;
862 }
863 r_glsl_permutation_t;
864
865 #define SHADERPERMUTATION_HASHSIZE 256
866
867
868 // non-degradable "lightweight" shader parameters to keep the permutations simpler
869 // these can NOT degrade! only use for simple stuff
870 enum
871 {
872         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
873         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
874         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
875         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
876         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
877         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
878         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
879         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
880         SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
881         SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
882         SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
883         SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
884         SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
885         SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
886 };
887 #define SHADERSTATICPARMS_COUNT 14
888
889 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
890 static int shaderstaticparms_count = 0;
891
892 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
893 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
894
895 extern qboolean r_shadow_shadowmapsampler;
896 extern int r_shadow_shadowmappcf;
897 qboolean R_CompileShader_CheckStaticParms(void)
898 {
899         static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
900         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
901         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
902
903         // detect all
904         if (r_glsl_saturation_redcompensate.integer)
905                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
906         if (r_glsl_vertextextureblend_usebothalphas.integer)
907                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
908         if (r_shadow_glossexact.integer)
909                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
910         if (r_glsl_postprocess.integer)
911         {
912                 if (r_glsl_postprocess_uservec1_enable.integer)
913                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
914                 if (r_glsl_postprocess_uservec2_enable.integer)
915                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
916                 if (r_glsl_postprocess_uservec3_enable.integer)
917                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
918                 if (r_glsl_postprocess_uservec4_enable.integer)
919                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
920         }
921         if (r_fxaa.integer)
922                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
923         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
924                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
925
926         if (r_shadow_shadowmapsampler)
927                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
928         if (r_shadow_shadowmappcf > 1)
929                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
930         else if (r_shadow_shadowmappcf)
931                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
932         if (r_celshading.integer)
933                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
934         if (r_celoutlines.integer)
935                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
936
937         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
938 }
939
940 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
941         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
942                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
943         else \
944                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
945 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
946 {
947         shaderstaticparms_count = 0;
948
949         // emit all
950         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
951         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
952         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
953         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
954         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
955         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
956         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
957         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
958         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
959         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
960         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
961         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
962         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
963         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
964 }
965
966 /// information about each possible shader permutation
967 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
968 /// currently selected permutation
969 r_glsl_permutation_t *r_glsl_permutation;
970 /// storage for permutations linked in the hash table
971 memexpandablearray_t r_glsl_permutationarray;
972
973 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
974 {
975         //unsigned int hashdepth = 0;
976         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
977         r_glsl_permutation_t *p;
978         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
979         {
980                 if (p->mode == mode && p->permutation == permutation)
981                 {
982                         //if (hashdepth > 10)
983                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
984                         return p;
985                 }
986                 //hashdepth++;
987         }
988         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
989         p->mode = mode;
990         p->permutation = permutation;
991         p->hashnext = r_glsl_permutationhash[mode][hashindex];
992         r_glsl_permutationhash[mode][hashindex] = p;
993         //if (hashdepth > 10)
994         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
995         return p;
996 }
997
998 static char *R_ShaderStrCat(const char **strings)
999 {
1000         char *string, *s;
1001         const char **p = strings;
1002         const char *t;
1003         size_t len = 0;
1004         for (p = strings;(t = *p);p++)
1005                 len += strlen(t);
1006         len++;
1007         s = string = (char *)Mem_Alloc(r_main_mempool, len);
1008         len = 0;
1009         for (p = strings;(t = *p);p++)
1010         {
1011                 len = strlen(t);
1012                 memcpy(s, t, len);
1013                 s += len;
1014         }
1015         *s = 0;
1016         return string;
1017 }
1018
1019 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1020 {
1021         char *shaderstring;
1022         if (!filename || !filename[0])
1023                 return NULL;
1024         // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1025         if (!strcmp(filename, "glsl/default.glsl"))
1026         {
1027                 if (builtinonly)
1028                         return R_ShaderStrCat(builtinshaderstrings);
1029                 if (!glslshaderstring)
1030                 {
1031                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1032                         if (glslshaderstring)
1033                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1034                         else
1035                                 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1036                 }
1037                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1038                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1039                 return shaderstring;
1040         }
1041         if (!strcmp(filename, "hlsl/default.hlsl"))
1042         {
1043                 if (builtinonly)
1044                         return R_ShaderStrCat(builtinhlslshaderstrings);
1045                 if (!hlslshaderstring)
1046                 {
1047                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1048                         if (hlslshaderstring)
1049                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1050                         else
1051                                 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1052                 }
1053                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1054                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1055                 return shaderstring;
1056         }
1057         // we don't have builtin strings for any other files
1058         if (builtinonly)
1059                 return NULL;
1060         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1061         if (shaderstring)
1062         {
1063                 if (printfromdisknotice)
1064                         Con_DPrintf("from disk %s... ", filename);
1065                 return shaderstring;
1066         }
1067         return shaderstring;
1068 }
1069
1070 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1071 {
1072         int i;
1073         int ubibind;
1074         int sampler;
1075         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1076         char *sourcestring;
1077         char permutationname[256];
1078         int vertstrings_count = 0;
1079         int geomstrings_count = 0;
1080         int fragstrings_count = 0;
1081         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1082         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1083         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1084
1085         if (p->compiled)
1086                 return;
1087         p->compiled = true;
1088         p->program = 0;
1089
1090         permutationname[0] = 0;
1091         sourcestring  = R_GetShaderText(modeinfo->filename, true, false);
1092
1093         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1094
1095         // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1096         if(vid.support.glshaderversion >= 140)
1097         {
1098                 vertstrings_list[vertstrings_count++] = "#version 140\n";
1099                 geomstrings_list[geomstrings_count++] = "#version 140\n";
1100                 fragstrings_list[fragstrings_count++] = "#version 140\n";
1101                 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1102                 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1103                 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1104         }
1105         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1106         else if(vid.support.glshaderversion >= 130)
1107         {
1108                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1109                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1110                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1111                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1112                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1113                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1114         }
1115
1116         // the first pretext is which type of shader to compile as
1117         // (later these will all be bound together as a program object)
1118         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1119         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1120         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1121
1122         // the second pretext is the mode (for example a light source)
1123         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1124         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1125         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1126         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1127
1128         // now add all the permutation pretexts
1129         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1130         {
1131                 if (permutation & (1<<i))
1132                 {
1133                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1134                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1135                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1136                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1137                 }
1138                 else
1139                 {
1140                         // keep line numbers correct
1141                         vertstrings_list[vertstrings_count++] = "\n";
1142                         geomstrings_list[geomstrings_count++] = "\n";
1143                         fragstrings_list[fragstrings_count++] = "\n";
1144                 }
1145         }
1146
1147         // add static parms
1148         R_CompileShader_AddStaticParms(mode, permutation);
1149         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1150         vertstrings_count += shaderstaticparms_count;
1151         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1152         geomstrings_count += shaderstaticparms_count;
1153         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1154         fragstrings_count += shaderstaticparms_count;
1155
1156         // now append the shader text itself
1157         vertstrings_list[vertstrings_count++] = sourcestring;
1158         geomstrings_list[geomstrings_count++] = sourcestring;
1159         fragstrings_list[fragstrings_count++] = sourcestring;
1160
1161         // compile the shader program
1162         if (vertstrings_count + geomstrings_count + fragstrings_count)
1163                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1164         if (p->program)
1165         {
1166                 CHECKGLERROR
1167                 qglUseProgram(p->program);CHECKGLERROR
1168                 // look up all the uniform variable names we care about, so we don't
1169                 // have to look them up every time we set them
1170
1171 #if 0
1172                 // debugging aid
1173                 {
1174                         GLint activeuniformindex = 0;
1175                         GLint numactiveuniforms = 0;
1176                         char uniformname[128];
1177                         GLsizei uniformnamelength = 0;
1178                         GLint uniformsize = 0;
1179                         GLenum uniformtype = 0;
1180                         memset(uniformname, 0, sizeof(uniformname));
1181                         qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1182                         Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1183                         for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1184                         {
1185                                 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1186                                 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1187                         }
1188                 }
1189 #endif
1190
1191                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1192                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1193                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1194                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1195                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1196                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1197                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1198                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1199                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1200                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1201                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1202                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1203                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1204                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1205                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1206                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1207                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1208                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1209                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1210                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1211                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1212                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1213                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1214                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1215                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1216                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1217                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1218                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1219                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1220                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1221                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1222                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1223                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1224                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1225                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1226                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1227                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1228                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1229                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1230                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1231                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1232                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1233                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1234                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1235                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1236                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1237                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1238                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1239                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1240                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1241                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1242                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1243                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1244                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1245                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1246                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1247                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1248                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1249                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1250                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1251                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1252                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1253                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1254                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1255                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1256                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1257                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1258                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1259                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1260                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1261                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1262                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1263                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1264                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1265                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1266                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1267                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1268                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1269                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1270                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1271                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1272                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1273                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1274                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1275                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1276                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1277                 // initialize the samplers to refer to the texture units we use
1278                 p->tex_Texture_First = -1;
1279                 p->tex_Texture_Second = -1;
1280                 p->tex_Texture_GammaRamps = -1;
1281                 p->tex_Texture_Normal = -1;
1282                 p->tex_Texture_Color = -1;
1283                 p->tex_Texture_Gloss = -1;
1284                 p->tex_Texture_Glow = -1;
1285                 p->tex_Texture_SecondaryNormal = -1;
1286                 p->tex_Texture_SecondaryColor = -1;
1287                 p->tex_Texture_SecondaryGloss = -1;
1288                 p->tex_Texture_SecondaryGlow = -1;
1289                 p->tex_Texture_Pants = -1;
1290                 p->tex_Texture_Shirt = -1;
1291                 p->tex_Texture_FogHeightTexture = -1;
1292                 p->tex_Texture_FogMask = -1;
1293                 p->tex_Texture_Lightmap = -1;
1294                 p->tex_Texture_Deluxemap = -1;
1295                 p->tex_Texture_Attenuation = -1;
1296                 p->tex_Texture_Cube = -1;
1297                 p->tex_Texture_Refraction = -1;
1298                 p->tex_Texture_Reflection = -1;
1299                 p->tex_Texture_ShadowMap2D = -1;
1300                 p->tex_Texture_CubeProjection = -1;
1301                 p->tex_Texture_ScreenNormalMap = -1;
1302                 p->tex_Texture_ScreenDiffuse = -1;
1303                 p->tex_Texture_ScreenSpecular = -1;
1304                 p->tex_Texture_ReflectMask = -1;
1305                 p->tex_Texture_ReflectCube = -1;
1306                 p->tex_Texture_BounceGrid = -1;
1307                 // bind the texture samplers in use
1308                 sampler = 0;
1309                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1310                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1311                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1312                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1313                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1314                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1315                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1316                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1317                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1318                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1319                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1320                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1321                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1322                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1323                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1324                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1325                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1326                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1327                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1328                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1329                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1330                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1331                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1332                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1333                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1334                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1335                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1336                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1337                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1338                 // get the uniform block indices so we can bind them
1339 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1340                 if (vid.support.arb_uniform_buffer_object)
1341                         p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1342                 else
1343 #endif
1344                         p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1345                 // clear the uniform block bindings
1346                 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1347                 // bind the uniform blocks in use
1348                 ubibind = 0;
1349 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1350                 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1351 #endif
1352                 // we're done compiling and setting up the shader, at least until it is used
1353                 CHECKGLERROR
1354                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1355         }
1356         else
1357                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1358
1359         // free the strings
1360         if (sourcestring)
1361                 Mem_Free(sourcestring);
1362 }
1363
1364 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1365 {
1366         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1367         if (r_glsl_permutation != perm)
1368         {
1369                 r_glsl_permutation = perm;
1370                 if (!r_glsl_permutation->program)
1371                 {
1372                         if (!r_glsl_permutation->compiled)
1373                         {
1374                                 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1375                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1376                         }
1377                         if (!r_glsl_permutation->program)
1378                         {
1379                                 // remove features until we find a valid permutation
1380                                 int i;
1381                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1382                                 {
1383                                         // reduce i more quickly whenever it would not remove any bits
1384                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1385                                         if (!(permutation & j))
1386                                                 continue;
1387                                         permutation -= j;
1388                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1389                                         if (!r_glsl_permutation->compiled)
1390                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1391                                         if (r_glsl_permutation->program)
1392                                                 break;
1393                                 }
1394                                 if (i >= SHADERPERMUTATION_COUNT)
1395                                 {
1396                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1397                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1398                                         qglUseProgram(0);CHECKGLERROR
1399                                         return; // no bit left to clear, entire mode is broken
1400                                 }
1401                         }
1402                 }
1403                 CHECKGLERROR
1404                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1405         }
1406         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1407         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1408         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1409         CHECKGLERROR
1410 }
1411
1412 #ifdef SUPPORTD3D
1413
1414 #ifdef SUPPORTD3D
1415 #include <d3d9.h>
1416 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1417 extern D3DCAPS9 vid_d3d9caps;
1418 #endif
1419
1420 struct r_hlsl_permutation_s;
1421 typedef struct r_hlsl_permutation_s
1422 {
1423         /// hash lookup data
1424         struct r_hlsl_permutation_s *hashnext;
1425         unsigned int mode;
1426         unsigned int permutation;
1427
1428         /// indicates if we have tried compiling this permutation already
1429         qboolean compiled;
1430         /// NULL if compilation failed
1431         IDirect3DVertexShader9 *vertexshader;
1432         IDirect3DPixelShader9 *pixelshader;
1433 }
1434 r_hlsl_permutation_t;
1435
1436 typedef enum D3DVSREGISTER_e
1437 {
1438         D3DVSREGISTER_TexMatrix = 0, // float4x4
1439         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1440         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1441         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1442         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1443         D3DVSREGISTER_ModelToLight = 20, // float4x4
1444         D3DVSREGISTER_EyePosition = 24,
1445         D3DVSREGISTER_FogPlane = 25,
1446         D3DVSREGISTER_LightDir = 26,
1447         D3DVSREGISTER_LightPosition = 27,
1448 }
1449 D3DVSREGISTER_t;
1450
1451 typedef enum D3DPSREGISTER_e
1452 {
1453         D3DPSREGISTER_Alpha = 0,
1454         D3DPSREGISTER_BloomBlur_Parameters = 1,
1455         D3DPSREGISTER_ClientTime = 2,
1456         D3DPSREGISTER_Color_Ambient = 3,
1457         D3DPSREGISTER_Color_Diffuse = 4,
1458         D3DPSREGISTER_Color_Specular = 5,
1459         D3DPSREGISTER_Color_Glow = 6,
1460         D3DPSREGISTER_Color_Pants = 7,
1461         D3DPSREGISTER_Color_Shirt = 8,
1462         D3DPSREGISTER_DeferredColor_Ambient = 9,
1463         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1464         D3DPSREGISTER_DeferredColor_Specular = 11,
1465         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1466         D3DPSREGISTER_DeferredMod_Specular = 13,
1467         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1468         D3DPSREGISTER_EyePosition = 15, // unused
1469         D3DPSREGISTER_FogColor = 16,
1470         D3DPSREGISTER_FogHeightFade = 17,
1471         D3DPSREGISTER_FogPlane = 18,
1472         D3DPSREGISTER_FogPlaneViewDist = 19,
1473         D3DPSREGISTER_FogRangeRecip = 20,
1474         D3DPSREGISTER_LightColor = 21,
1475         D3DPSREGISTER_LightDir = 22, // unused
1476         D3DPSREGISTER_LightPosition = 23,
1477         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1478         D3DPSREGISTER_PixelSize = 25,
1479         D3DPSREGISTER_ReflectColor = 26,
1480         D3DPSREGISTER_ReflectFactor = 27,
1481         D3DPSREGISTER_ReflectOffset = 28,
1482         D3DPSREGISTER_RefractColor = 29,
1483         D3DPSREGISTER_Saturation = 30,
1484         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1485         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1486         D3DPSREGISTER_ScreenToDepth = 33,
1487         D3DPSREGISTER_ShadowMap_Parameters = 34,
1488         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1489         D3DPSREGISTER_SpecularPower = 36,
1490         D3DPSREGISTER_UserVec1 = 37,
1491         D3DPSREGISTER_UserVec2 = 38,
1492         D3DPSREGISTER_UserVec3 = 39,
1493         D3DPSREGISTER_UserVec4 = 40,
1494         D3DPSREGISTER_ViewTintColor = 41,
1495         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1496         D3DPSREGISTER_BloomColorSubtract = 43,
1497         D3DPSREGISTER_ViewToLight = 44, // float4x4
1498         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1499         D3DPSREGISTER_NormalmapScrollBlend = 52,
1500         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1501         D3DPSREGISTER_OffsetMapping_Bias = 54,
1502         // next at 54
1503 }
1504 D3DPSREGISTER_t;
1505
1506 /// information about each possible shader permutation
1507 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1508 /// currently selected permutation
1509 r_hlsl_permutation_t *r_hlsl_permutation;
1510 /// storage for permutations linked in the hash table
1511 memexpandablearray_t r_hlsl_permutationarray;
1512
1513 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1514 {
1515         //unsigned int hashdepth = 0;
1516         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1517         r_hlsl_permutation_t *p;
1518         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1519         {
1520                 if (p->mode == mode && p->permutation == permutation)
1521                 {
1522                         //if (hashdepth > 10)
1523                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1524                         return p;
1525                 }
1526                 //hashdepth++;
1527         }
1528         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1529         p->mode = mode;
1530         p->permutation = permutation;
1531         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1532         r_hlsl_permutationhash[mode][hashindex] = p;
1533         //if (hashdepth > 10)
1534         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1535         return p;
1536 }
1537
1538 #include <d3dx9.h>
1539 //#include <d3dx9shader.h>
1540 //#include <d3dx9mesh.h>
1541
1542 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1543 {
1544         DWORD *vsbin = NULL;
1545         DWORD *psbin = NULL;
1546         fs_offset_t vsbinsize;
1547         fs_offset_t psbinsize;
1548 //      IDirect3DVertexShader9 *vs = NULL;
1549 //      IDirect3DPixelShader9 *ps = NULL;
1550         ID3DXBuffer *vslog = NULL;
1551         ID3DXBuffer *vsbuffer = NULL;
1552         ID3DXConstantTable *vsconstanttable = NULL;
1553         ID3DXBuffer *pslog = NULL;
1554         ID3DXBuffer *psbuffer = NULL;
1555         ID3DXConstantTable *psconstanttable = NULL;
1556         int vsresult = 0;
1557         int psresult = 0;
1558         char temp[MAX_INPUTLINE];
1559         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1560         char vabuf[1024];
1561         qboolean debugshader = gl_paranoid.integer != 0;
1562         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1563         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1564         if (!debugshader)
1565         {
1566                 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1567                 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1568         }
1569         if ((!vsbin && vertstring) || (!psbin && fragstring))
1570         {
1571                 const char* dllnames_d3dx9 [] =
1572                 {
1573                         "d3dx9_43.dll",
1574                         "d3dx9_42.dll",
1575                         "d3dx9_41.dll",
1576                         "d3dx9_40.dll",
1577                         "d3dx9_39.dll",
1578                         "d3dx9_38.dll",
1579                         "d3dx9_37.dll",
1580                         "d3dx9_36.dll",
1581                         "d3dx9_35.dll",
1582                         "d3dx9_34.dll",
1583                         "d3dx9_33.dll",
1584                         "d3dx9_32.dll",
1585                         "d3dx9_31.dll",
1586                         "d3dx9_30.dll",
1587                         "d3dx9_29.dll",
1588                         "d3dx9_28.dll",
1589                         "d3dx9_27.dll",
1590                         "d3dx9_26.dll",
1591                         "d3dx9_25.dll",
1592                         "d3dx9_24.dll",
1593                         NULL
1594                 };
1595                 dllhandle_t d3dx9_dll = NULL;
1596                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1597                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1598                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1599                 dllfunction_t d3dx9_dllfuncs[] =
1600                 {
1601                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1602                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1603                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1604                         {NULL, NULL}
1605                 };
1606                 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1607 #ifndef ID3DXBuffer_GetBufferPointer
1608 #if !defined(__cplusplus) || defined(CINTERFACE)
1609 #define ID3DXBuffer_GetBufferPointer(p)   (p)->lpVtbl->GetBufferPointer(p)
1610 #define ID3DXBuffer_GetBufferSize(p)      (p)->lpVtbl->GetBufferSize(p)
1611 #define ID3DXBuffer_Release(p)            (p)->lpVtbl->Release(p)
1612 #else
1613 #define ID3DXBuffer_GetBufferPointer(p)   (p)->GetBufferPointer()
1614 #define ID3DXBuffer_GetBufferSize(p)      (p)->GetBufferSize()
1615 #define ID3DXBuffer_Release(p)            (p)->Release()
1616 #endif
1617 #endif
1618                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1619                 {
1620                         DWORD shaderflags = 0;
1621                         if (debugshader)
1622                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1623                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1624                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1625                         if (vertstring && vertstring[0])
1626                         {
1627                                 if (debugshader)
1628                                 {
1629                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1630                                         vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1631                                 }
1632                                 else
1633                                         vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1634                                 if (vsbuffer)
1635                                 {
1636                                         vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1637                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1638                                         memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1639                                         ID3DXBuffer_Release(vsbuffer);
1640                                 }
1641                                 if (vslog)
1642                                 {
1643                                         strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1644                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1645                                         ID3DXBuffer_Release(vslog);
1646                                 }
1647                         }
1648                         if (fragstring && fragstring[0])
1649                         {
1650                                 if (debugshader)
1651                                 {
1652                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1653                                         psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1654                                 }
1655                                 else
1656                                         psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1657                                 if (psbuffer)
1658                                 {
1659                                         psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1660                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1661                                         memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1662                                         ID3DXBuffer_Release(psbuffer);
1663                                 }
1664                                 if (pslog)
1665                                 {
1666                                         strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1667                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1668                                         ID3DXBuffer_Release(pslog);
1669                                 }
1670                         }
1671                         Sys_UnloadLibrary(&d3dx9_dll);
1672                 }
1673                 else
1674                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1675         }
1676         if (vsbin && psbin)
1677         {
1678                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1679                 if (FAILED(vsresult))
1680                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1681                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1682                 if (FAILED(psresult))
1683                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1684         }
1685         // free the shader data
1686         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1687         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1688 }
1689
1690 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1691 {
1692         int i;
1693         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1694         int vertstring_length = 0;
1695         int geomstring_length = 0;
1696         int fragstring_length = 0;
1697         char *t;
1698         char *sourcestring;
1699         char *vertstring, *geomstring, *fragstring;
1700         char permutationname[256];
1701         char cachename[256];
1702         int vertstrings_count = 0;
1703         int geomstrings_count = 0;
1704         int fragstrings_count = 0;
1705         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1706         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1707         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1708
1709         if (p->compiled)
1710                 return;
1711         p->compiled = true;
1712         p->vertexshader = NULL;
1713         p->pixelshader = NULL;
1714
1715         permutationname[0] = 0;
1716         cachename[0] = 0;
1717         sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1718
1719         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1720         strlcat(cachename, "hlsl/", sizeof(cachename));
1721
1722         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1723         vertstrings_count = 0;
1724         geomstrings_count = 0;
1725         fragstrings_count = 0;
1726         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1727         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1728         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1729
1730         // the first pretext is which type of shader to compile as
1731         // (later these will all be bound together as a program object)
1732         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1733         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1734         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1735
1736         // the second pretext is the mode (for example a light source)
1737         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1738         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1739         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1740         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1741         strlcat(cachename, modeinfo->name, sizeof(cachename));
1742
1743         // now add all the permutation pretexts
1744         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1745         {
1746                 if (permutation & (1<<i))
1747                 {
1748                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1749                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1750                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1751                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1752                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1753                 }
1754                 else
1755                 {
1756                         // keep line numbers correct
1757                         vertstrings_list[vertstrings_count++] = "\n";
1758                         geomstrings_list[geomstrings_count++] = "\n";
1759                         fragstrings_list[fragstrings_count++] = "\n";
1760                 }
1761         }
1762
1763         // add static parms
1764         R_CompileShader_AddStaticParms(mode, permutation);
1765         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1766         vertstrings_count += shaderstaticparms_count;
1767         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1768         geomstrings_count += shaderstaticparms_count;
1769         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1770         fragstrings_count += shaderstaticparms_count;
1771
1772         // replace spaces in the cachename with _ characters
1773         for (i = 0;cachename[i];i++)
1774                 if (cachename[i] == ' ')
1775                         cachename[i] = '_';
1776
1777         // now append the shader text itself
1778         vertstrings_list[vertstrings_count++] = sourcestring;
1779         geomstrings_list[geomstrings_count++] = sourcestring;
1780         fragstrings_list[fragstrings_count++] = sourcestring;
1781
1782         vertstring_length = 0;
1783         for (i = 0;i < vertstrings_count;i++)
1784                 vertstring_length += (int)strlen(vertstrings_list[i]);
1785         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1786         for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
1787                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1788
1789         geomstring_length = 0;
1790         for (i = 0;i < geomstrings_count;i++)
1791                 geomstring_length += (int)strlen(geomstrings_list[i]);
1792         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1793         for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
1794                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1795
1796         fragstring_length = 0;
1797         for (i = 0;i < fragstrings_count;i++)
1798                 fragstring_length += (int)strlen(fragstrings_list[i]);
1799         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1800         for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
1801                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1802
1803         // try to load the cached shader, or generate one
1804         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1805
1806         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1807                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1808         else
1809                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1810
1811         // free the strings
1812         if (vertstring)
1813                 Mem_Free(vertstring);
1814         if (geomstring)
1815                 Mem_Free(geomstring);
1816         if (fragstring)
1817                 Mem_Free(fragstring);
1818         if (sourcestring)
1819                 Mem_Free(sourcestring);
1820 }
1821
1822 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1823 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1824 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);}
1825 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);}
1826 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);}
1827 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);}
1828
1829 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1830 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1831 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);}
1832 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);}
1833 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);}
1834 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);}
1835
1836 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1837 {
1838         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1839         if (r_hlsl_permutation != perm)
1840         {
1841                 r_hlsl_permutation = perm;
1842                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1843                 {
1844                         if (!r_hlsl_permutation->compiled)
1845                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1846                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1847                         {
1848                                 // remove features until we find a valid permutation
1849                                 int i;
1850                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1851                                 {
1852                                         // reduce i more quickly whenever it would not remove any bits
1853                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1854                                         if (!(permutation & j))
1855                                                 continue;
1856                                         permutation -= j;
1857                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1858                                         if (!r_hlsl_permutation->compiled)
1859                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1860                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1861                                                 break;
1862                                 }
1863                                 if (i >= SHADERPERMUTATION_COUNT)
1864                                 {
1865                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1866                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1867                                         return; // no bit left to clear, entire mode is broken
1868                                 }
1869                         }
1870                 }
1871                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1872                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1873         }
1874         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1875         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1876         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1877 }
1878 #endif
1879
1880 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1881 {
1882         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1883         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1884         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1885         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1886 }
1887
1888 void R_GLSL_Restart_f(void)
1889 {
1890         unsigned int i, limit;
1891         if (glslshaderstring)
1892                 Mem_Free(glslshaderstring);
1893         glslshaderstring = NULL;
1894         if (hlslshaderstring)
1895                 Mem_Free(hlslshaderstring);
1896         hlslshaderstring = NULL;
1897         switch(vid.renderpath)
1898         {
1899         case RENDERPATH_D3D9:
1900 #ifdef SUPPORTD3D
1901                 {
1902                         r_hlsl_permutation_t *p;
1903                         r_hlsl_permutation = NULL;
1904                         limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1905                         for (i = 0;i < limit;i++)
1906                         {
1907                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1908                                 {
1909                                         if (p->vertexshader)
1910                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1911                                         if (p->pixelshader)
1912                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1913                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1914                                 }
1915                         }
1916                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1917                 }
1918 #endif
1919                 break;
1920         case RENDERPATH_D3D10:
1921                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1922                 break;
1923         case RENDERPATH_D3D11:
1924                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1925                 break;
1926         case RENDERPATH_GL20:
1927         case RENDERPATH_GLES2:
1928                 {
1929                         r_glsl_permutation_t *p;
1930                         r_glsl_permutation = NULL;
1931                         limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1932                         for (i = 0;i < limit;i++)
1933                         {
1934                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1935                                 {
1936                                         GL_Backend_FreeProgram(p->program);
1937                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1938                                 }
1939                         }
1940                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1941                 }
1942                 break;
1943         case RENDERPATH_GL11:
1944         case RENDERPATH_GL13:
1945         case RENDERPATH_GLES1:
1946                 break;
1947         case RENDERPATH_SOFT:
1948                 break;
1949         }
1950 }
1951
1952 static void R_GLSL_DumpShader_f(void)
1953 {
1954         int i, language, mode, dupe;
1955         char *text;
1956         shadermodeinfo_t *modeinfo;
1957         qfile_t *file;
1958
1959         for (language = 0;language < 2;language++)
1960         {
1961                 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1962                 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1963                 {
1964                         // don't dump the same file multiple times (most or all shaders come from the same file)
1965                         for (dupe = mode - 1;dupe >= 0;dupe--)
1966                                 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1967                                         break;
1968                         if (dupe >= 0)
1969                                 continue;
1970                         text = R_GetShaderText(modeinfo[mode].filename, false, true);
1971                         if (!text)
1972                                 continue;
1973                         file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1974                         if (file)
1975                         {
1976                                 FS_Print(file, "/* The engine may define the following macros:\n");
1977                                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1978                                 for (i = 0;i < SHADERMODE_COUNT;i++)
1979                                         FS_Print(file, modeinfo[i].pretext);
1980                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1981                                         FS_Print(file, shaderpermutationinfo[i].pretext);
1982                                 FS_Print(file, "*/\n");
1983                                 FS_Print(file, text);
1984                                 FS_Close(file);
1985                                 Con_Printf("%s written\n", modeinfo[mode].filename);
1986                         }
1987                         else
1988                                 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1989                         Mem_Free(text);
1990                 }
1991         }
1992 }
1993
1994 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1995 {
1996         unsigned int permutation = 0;
1997         if (r_trippy.integer && !notrippy)
1998                 permutation |= SHADERPERMUTATION_TRIPPY;
1999         permutation |= SHADERPERMUTATION_VIEWTINT;
2000         if (first)
2001                 permutation |= SHADERPERMUTATION_DIFFUSE;
2002         if (second)
2003                 permutation |= SHADERPERMUTATION_SPECULAR;
2004         if (texturemode == GL_MODULATE)
2005                 permutation |= SHADERPERMUTATION_COLORMAPPING;
2006         else if (texturemode == GL_ADD)
2007                 permutation |= SHADERPERMUTATION_GLOW;
2008         else if (texturemode == GL_DECAL)
2009                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2010         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2011                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2012         if (suppresstexalpha)
2013                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2014         if (!second)
2015                 texturemode = GL_MODULATE;
2016         if (vid.allowalphatocoverage)
2017                 GL_AlphaToCoverage(false);
2018         switch (vid.renderpath)
2019         {
2020         case RENDERPATH_D3D9:
2021 #ifdef SUPPORTD3D
2022                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2023                 R_Mesh_TexBind(GL20TU_FIRST , first );
2024                 R_Mesh_TexBind(GL20TU_SECOND, second);
2025                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2026                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2027 #endif
2028                 break;
2029         case RENDERPATH_D3D10:
2030                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2031                 break;
2032         case RENDERPATH_D3D11:
2033                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2034                 break;
2035         case RENDERPATH_GL20:
2036         case RENDERPATH_GLES2:
2037                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2038                 if (r_glsl_permutation->tex_Texture_First >= 0)
2039                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2040                 if (r_glsl_permutation->tex_Texture_Second >= 0)
2041                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2042                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2043                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2044                 break;
2045         case RENDERPATH_GL13:
2046         case RENDERPATH_GLES1:
2047                 R_Mesh_TexBind(0, first );
2048                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2049                 R_Mesh_TexMatrix(0, NULL);
2050                 R_Mesh_TexBind(1, second);
2051                 if (second)
2052                 {
2053                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2054                         R_Mesh_TexMatrix(1, NULL);
2055                 }
2056                 break;
2057         case RENDERPATH_GL11:
2058                 R_Mesh_TexBind(0, first );
2059                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2060                 R_Mesh_TexMatrix(0, NULL);
2061                 break;
2062         case RENDERPATH_SOFT:
2063                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2064                 R_Mesh_TexBind(GL20TU_FIRST , first );
2065                 R_Mesh_TexBind(GL20TU_SECOND, second);
2066                 break;
2067         }
2068 }
2069
2070 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2071 {
2072         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2073 }
2074
2075 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2076 {
2077         unsigned int permutation = 0;
2078         if (r_trippy.integer && !notrippy)
2079                 permutation |= SHADERPERMUTATION_TRIPPY;
2080         if (depthrgb)
2081                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2082         if (skeletal)
2083                 permutation |= SHADERPERMUTATION_SKELETAL;
2084
2085         if (vid.allowalphatocoverage)
2086                 GL_AlphaToCoverage(false);
2087         switch (vid.renderpath)
2088         {
2089         case RENDERPATH_D3D9:
2090 #ifdef SUPPORTD3D
2091                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2092 #endif
2093                 break;
2094         case RENDERPATH_D3D10:
2095                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2096                 break;
2097         case RENDERPATH_D3D11:
2098                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2099                 break;
2100         case RENDERPATH_GL20:
2101         case RENDERPATH_GLES2:
2102                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2103 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2104                 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2105 #endif
2106                 break;
2107         case RENDERPATH_GL13:
2108         case RENDERPATH_GLES1:
2109                 R_Mesh_TexBind(0, 0);
2110                 R_Mesh_TexBind(1, 0);
2111                 break;
2112         case RENDERPATH_GL11:
2113                 R_Mesh_TexBind(0, 0);
2114                 break;
2115         case RENDERPATH_SOFT:
2116                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2117                 break;
2118         }
2119 }
2120
2121 extern qboolean r_shadow_usingdeferredprepass;
2122 extern rtexture_t *r_shadow_attenuationgradienttexture;
2123 extern rtexture_t *r_shadow_attenuation2dtexture;
2124 extern rtexture_t *r_shadow_attenuation3dtexture;
2125 extern qboolean r_shadow_usingshadowmap2d;
2126 extern qboolean r_shadow_usingshadowmaportho;
2127 extern float r_shadow_shadowmap_texturescale[2];
2128 extern float r_shadow_shadowmap_parameters[4];
2129 extern qboolean r_shadow_shadowmapvsdct;
2130 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2131 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2132 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2133 extern matrix4x4_t r_shadow_shadowmapmatrix;
2134 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2135 extern int r_shadow_prepass_width;
2136 extern int r_shadow_prepass_height;
2137 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2138 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2139 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2140 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2141
2142 #define BLENDFUNC_ALLOWS_COLORMOD      1
2143 #define BLENDFUNC_ALLOWS_FOG           2
2144 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2145 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2146 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2147 static int R_BlendFuncFlags(int src, int dst)
2148 {
2149         int r = 0;
2150
2151         // a blendfunc allows colormod if:
2152         // a) it can never keep the destination pixel invariant, or
2153         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2154         // this is to prevent unintended side effects from colormod
2155
2156         // a blendfunc allows fog if:
2157         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2158         // this is to prevent unintended side effects from fog
2159
2160         // these checks are the output of fogeval.pl
2161
2162         r |= BLENDFUNC_ALLOWS_COLORMOD;
2163         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2164         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2165         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2166         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2167         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2168         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2169         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2170         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2171         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2172         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2173         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2174         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2175         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2176         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2177         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2178         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2179         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2180         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2181         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2182         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2183         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2184
2185         return r;
2186 }
2187
2188 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)
2189 {
2190         // select a permutation of the lighting shader appropriate to this
2191         // combination of texture, entity, light source, and fogging, only use the
2192         // minimum features necessary to avoid wasting rendering time in the
2193         // fragment shader on features that are not being used
2194         unsigned int permutation = 0;
2195         unsigned int mode = 0;
2196         int blendfuncflags;
2197         static float dummy_colormod[3] = {1, 1, 1};
2198         float *colormod = rsurface.colormod;
2199         float m16f[16];
2200         matrix4x4_t tempmatrix;
2201         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2202         if (r_trippy.integer && !notrippy)
2203                 permutation |= SHADERPERMUTATION_TRIPPY;
2204         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2205                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2206         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_OCCLUDE)
2207                 permutation |= SHADERPERMUTATION_OCCLUDE;
2208         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2209                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2210         if (rsurfacepass == RSURFPASS_BACKGROUND)
2211         {
2212                 // distorted background
2213                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2214                 {
2215                         mode = SHADERMODE_WATER;
2216                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2217                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2218                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2219                         {
2220                                 // this is the right thing to do for wateralpha
2221                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2222                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2223                         }
2224                         else
2225                         {
2226                                 // this is the right thing to do for entity alpha
2227                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2228                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2229                         }
2230                 }
2231                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2232                 {
2233                         mode = SHADERMODE_REFRACTION;
2234                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2235                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2236                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2237                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2238                 }
2239                 else
2240                 {
2241                         mode = SHADERMODE_GENERIC;
2242                         permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2243                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2244                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2245                 }
2246                 if (vid.allowalphatocoverage)
2247                         GL_AlphaToCoverage(false);
2248         }
2249         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2250         {
2251                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2252                 {
2253                         switch(rsurface.texture->offsetmapping)
2254                         {
2255                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2256                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2257                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2258                         case OFFSETMAPPING_OFF: break;
2259                         }
2260                 }
2261                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2262                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2263                 // normalmap (deferred prepass), may use alpha test on diffuse
2264                 mode = SHADERMODE_DEFERREDGEOMETRY;
2265                 GL_BlendFunc(GL_ONE, GL_ZERO);
2266                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2267                 if (vid.allowalphatocoverage)
2268                         GL_AlphaToCoverage(false);
2269         }
2270         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2271         {
2272                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2273                 {
2274                         switch(rsurface.texture->offsetmapping)
2275                         {
2276                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2277                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2278                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2279                         case OFFSETMAPPING_OFF: break;
2280                         }
2281                 }
2282                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2283                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2284                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2285                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2286                 // light source
2287                 mode = SHADERMODE_LIGHTSOURCE;
2288                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2289                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2290                 if (diffusescale > 0)
2291                         permutation |= SHADERPERMUTATION_DIFFUSE;
2292                 if (specularscale > 0)
2293                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2294                 if (r_refdef.fogenabled)
2295                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2296                 if (rsurface.texture->colormapping)
2297                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2298                 if (r_shadow_usingshadowmap2d)
2299                 {
2300                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2301                         if(r_shadow_shadowmapvsdct)
2302                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2303
2304                         if (r_shadow_shadowmap2ddepthbuffer)
2305                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2306                 }
2307                 if (rsurface.texture->reflectmasktexture)
2308                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2309                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2310                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2311                 if (vid.allowalphatocoverage)
2312                         GL_AlphaToCoverage(false);
2313         }
2314         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2315         {
2316                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2317                 {
2318                         switch(rsurface.texture->offsetmapping)
2319                         {
2320                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2321                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2322                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2323                         case OFFSETMAPPING_OFF: break;
2324                         }
2325                 }
2326                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2327                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2328                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2329                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2330                 // unshaded geometry (fullbright or ambient model lighting)
2331                 mode = SHADERMODE_FLATCOLOR;
2332                 ambientscale = diffusescale = specularscale = 0;
2333                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2334                         permutation |= SHADERPERMUTATION_GLOW;
2335                 if (r_refdef.fogenabled)
2336                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2337                 if (rsurface.texture->colormapping)
2338                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2339                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2340                 {
2341                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2342                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2343
2344                         if (r_shadow_shadowmap2ddepthbuffer)
2345                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2346                 }
2347                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2348                         permutation |= SHADERPERMUTATION_REFLECTION;
2349                 if (rsurface.texture->reflectmasktexture)
2350                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2351                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2352                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2353                 // when using alphatocoverage, we don't need alphakill
2354                 if (vid.allowalphatocoverage)
2355                 {
2356                         if (r_transparent_alphatocoverage.integer)
2357                         {
2358                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2359                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2360                         }
2361                         else
2362                                 GL_AlphaToCoverage(false);
2363                 }
2364         }
2365         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2366         {
2367                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2368                 {
2369                         switch(rsurface.texture->offsetmapping)
2370                         {
2371                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2372                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2373                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2374                         case OFFSETMAPPING_OFF: break;
2375                         }
2376                 }
2377                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2378                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2379                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2380                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2381                 // directional model lighting
2382                 mode = SHADERMODE_LIGHTDIRECTION;
2383                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2384                         permutation |= SHADERPERMUTATION_GLOW;
2385                 permutation |= SHADERPERMUTATION_DIFFUSE;
2386                 if (specularscale > 0)
2387                         permutation |= SHADERPERMUTATION_SPECULAR;
2388                 if (r_refdef.fogenabled)
2389                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2390                 if (rsurface.texture->colormapping)
2391                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2392                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2393                 {
2394                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2395                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2396
2397                         if (r_shadow_shadowmap2ddepthbuffer)
2398                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2399                 }
2400                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2401                         permutation |= SHADERPERMUTATION_REFLECTION;
2402                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2403                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2404                 if (rsurface.texture->reflectmasktexture)
2405                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2406                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2407                 {
2408                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2409                         if (r_shadow_bouncegriddirectional)
2410                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2411                 }
2412                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2413                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2414                 // when using alphatocoverage, we don't need alphakill
2415                 if (vid.allowalphatocoverage)
2416                 {
2417                         if (r_transparent_alphatocoverage.integer)
2418                         {
2419                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2420                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2421                         }
2422                         else
2423                                 GL_AlphaToCoverage(false);
2424                 }
2425         }
2426         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2427         {
2428                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2429                 {
2430                         switch(rsurface.texture->offsetmapping)
2431                         {
2432                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2433                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2434                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2435                         case OFFSETMAPPING_OFF: break;
2436                         }
2437                 }
2438                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2439                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2440                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2441                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2442                 // ambient model lighting
2443                 mode = SHADERMODE_LIGHTDIRECTION;
2444                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2445                         permutation |= SHADERPERMUTATION_GLOW;
2446                 if (r_refdef.fogenabled)
2447                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2448                 if (rsurface.texture->colormapping)
2449                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2450                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2451                 {
2452                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2453                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2454
2455                         if (r_shadow_shadowmap2ddepthbuffer)
2456                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2457                 }
2458                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2459                         permutation |= SHADERPERMUTATION_REFLECTION;
2460                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2461                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2462                 if (rsurface.texture->reflectmasktexture)
2463                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2464                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2465                 {
2466                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2467                         if (r_shadow_bouncegriddirectional)
2468                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2469                 }
2470                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2471                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2472                 // when using alphatocoverage, we don't need alphakill
2473                 if (vid.allowalphatocoverage)
2474                 {
2475                         if (r_transparent_alphatocoverage.integer)
2476                         {
2477                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2478                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2479                         }
2480                         else
2481                                 GL_AlphaToCoverage(false);
2482                 }
2483         }
2484         else
2485         {
2486                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2487                 {
2488                         switch(rsurface.texture->offsetmapping)
2489                         {
2490                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2491                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2492                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2493                         case OFFSETMAPPING_OFF: break;
2494                         }
2495                 }
2496                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2497                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2498                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2499                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2500                 // lightmapped wall
2501                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2502                         permutation |= SHADERPERMUTATION_GLOW;
2503                 if (r_refdef.fogenabled)
2504                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2505                 if (rsurface.texture->colormapping)
2506                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2507                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2508                 {
2509                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2510                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2511
2512                         if (r_shadow_shadowmap2ddepthbuffer)
2513                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2514                 }
2515                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2516                         permutation |= SHADERPERMUTATION_REFLECTION;
2517                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2518                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2519                 if (rsurface.texture->reflectmasktexture)
2520                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2521                 if (FAKELIGHT_ENABLED)
2522                 {
2523                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2524                         mode = SHADERMODE_FAKELIGHT;
2525                         permutation |= SHADERPERMUTATION_DIFFUSE;
2526                         if (specularscale > 0)
2527                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2528                 }
2529                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2530                 {
2531                         // deluxemapping (light direction texture)
2532                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2533                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2534                         else
2535                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2536                         permutation |= SHADERPERMUTATION_DIFFUSE;
2537                         if (specularscale > 0)
2538                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2539                 }
2540                 else if (r_glsl_deluxemapping.integer >= 2)
2541                 {
2542                         // fake deluxemapping (uniform light direction in tangentspace)
2543                         if (rsurface.uselightmaptexture)
2544                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2545                         else
2546                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2547                         permutation |= SHADERPERMUTATION_DIFFUSE;
2548                         if (specularscale > 0)
2549                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2550                 }
2551                 else if (rsurface.uselightmaptexture)
2552                 {
2553                         // ordinary lightmapping (q1bsp, q3bsp)
2554                         mode = SHADERMODE_LIGHTMAP;
2555                 }
2556                 else
2557                 {
2558                         // ordinary vertex coloring (q3bsp)
2559                         mode = SHADERMODE_VERTEXCOLOR;
2560                 }
2561                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2562                 {
2563                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2564                         if (r_shadow_bouncegriddirectional)
2565                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2566                 }
2567                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2568                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2569                 // when using alphatocoverage, we don't need alphakill
2570                 if (vid.allowalphatocoverage)
2571                 {
2572                         if (r_transparent_alphatocoverage.integer)
2573                         {
2574                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2575                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2576                         }
2577                         else
2578                                 GL_AlphaToCoverage(false);
2579                 }
2580         }
2581         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2582                 colormod = dummy_colormod;
2583         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2584                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2585         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2586                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2587         switch(vid.renderpath)
2588         {
2589         case RENDERPATH_D3D9:
2590 #ifdef SUPPORTD3D
2591                 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) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2592                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2593                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2594                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2595                 if (mode == SHADERMODE_LIGHTSOURCE)
2596                 {
2597                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2598                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2599                 }
2600                 else
2601                 {
2602                         if (mode == SHADERMODE_LIGHTDIRECTION)
2603                         {
2604                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2605                         }
2606                 }
2607                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2608                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2609                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2610                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2611                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2612
2613                 if (mode == SHADERMODE_LIGHTSOURCE)
2614                 {
2615                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2616                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2617                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2618                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2619                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2620
2621                         // additive passes are only darkened by fog, not tinted
2622                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2623                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2624                 }
2625                 else
2626                 {
2627                         if (mode == SHADERMODE_FLATCOLOR)
2628                         {
2629                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2630                         }
2631                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2632                         {
2633                                 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]);
2634                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2635                                 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);
2636                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2637                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2638                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2639                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2640                         }
2641                         else
2642                         {
2643                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2644                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2645                                 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);
2646                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2647                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2648                         }
2649                         // additive passes are only darkened by fog, not tinted
2650                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2651                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2652                         else
2653                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2654                         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);
2655                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2656                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2657                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2658                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2659                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2660                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2661                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2662                         if (mode == SHADERMODE_WATER)
2663                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2664                 }
2665                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2666                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2667                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2668                 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));
2669                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2670                 if (rsurface.texture->pantstexture)
2671                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2672                 else
2673                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2674                 if (rsurface.texture->shirttexture)
2675                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2676                 else
2677                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2678                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2679                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2680                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2681                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2682                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2683                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2684                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2685                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2686                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2687                         );
2688                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2689                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2690                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2691                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2692
2693                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2694                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2695                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2696                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2697                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2698                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2699                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2700                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2701                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2702                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2703                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2704                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2705                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2706                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2707                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2708                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2709                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2710                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2711                 {
2712                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2713                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2714                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2715                 }
2716                 else
2717                 {
2718                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2719                 }
2720 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2721                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2722                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2723                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2724                 {
2725                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2726                         if (rsurface.rtlight)
2727                         {
2728                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2729                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2730                         }
2731                 }
2732 #endif
2733                 break;
2734         case RENDERPATH_D3D10:
2735                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2736                 break;
2737         case RENDERPATH_D3D11:
2738                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2739                 break;
2740         case RENDERPATH_GL20:
2741         case RENDERPATH_GLES2:
2742                 if (!vid.useinterleavedarrays)
2743                 {
2744                         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) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2745                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2746                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2747                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2748                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2749                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2750                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2751                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2752                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2753                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2754                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2755                 }
2756                 else
2757                 {
2758                         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) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2759                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2760                 }
2761                 // this has to be after RSurf_PrepareVerticesForBatch
2762                 if (rsurface.batchskeletaltransform3x4buffer)
2763                         permutation |= SHADERPERMUTATION_SKELETAL;
2764                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2765 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2766                 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2767 #endif
2768                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2769                 if (mode == SHADERMODE_LIGHTSOURCE)
2770                 {
2771                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2772                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2773                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2774                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2775                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2776                         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);
2777         
2778                         // additive passes are only darkened by fog, not tinted
2779                         if (r_glsl_permutation->loc_FogColor >= 0)
2780                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2781                         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);
2782                 }
2783                 else
2784                 {
2785                         if (mode == SHADERMODE_FLATCOLOR)
2786                         {
2787                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2788                         }
2789                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2790                         {
2791                                 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]);
2792                                 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]);
2793                                 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);
2794                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2795                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2796                                 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]);
2797                                 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]);
2798                         }
2799                         else
2800                         {
2801                                 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]);
2802                                 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]);
2803                                 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);
2804                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2805                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2806                         }
2807                         // additive passes are only darkened by fog, not tinted
2808                         if (r_glsl_permutation->loc_FogColor >= 0)
2809                         {
2810                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2811                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2812                                 else
2813                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2814                         }
2815                         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);
2816                         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]);
2817                         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]);
2818                         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]);
2819                         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]);
2820                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2821                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2822                         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);
2823                         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]);
2824                 }
2825                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2826                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2827                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2828                 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]);
2829                 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]);
2830
2831                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2832                 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));
2833                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2834                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2835                 {
2836                         if (rsurface.texture->pantstexture)
2837                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2838                         else
2839                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2840                 }
2841                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2842                 {
2843                         if (rsurface.texture->shirttexture)
2844                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2845                         else
2846                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2847                 }
2848                 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]);
2849                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2850                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2851                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2852                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2853                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2854                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2855                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2856                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2857                         );
2858                 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2859                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2860                 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]);
2861                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2862                 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);}
2863                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2864
2865                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2866                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2867                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2868                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2869                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2870                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2871                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2872                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2873                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2874                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2875                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2876                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2877                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2878                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2879                 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);
2880                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2881                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2882                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2883                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2884                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2885                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2886                 {
2887                         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);
2888                         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);
2889                         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);
2890                 }
2891                 else
2892                 {
2893                         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);
2894                 }
2895                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2896                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2897                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2898                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2899                 {
2900                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2901                         if (rsurface.rtlight)
2902                         {
2903                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2904                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2905                         }
2906                 }
2907                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2908                 CHECKGLERROR
2909                 break;
2910         case RENDERPATH_GL11:
2911         case RENDERPATH_GL13:
2912         case RENDERPATH_GLES1:
2913                 break;
2914         case RENDERPATH_SOFT:
2915                 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) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2916                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2917                 R_SetupShader_SetPermutationSoft(mode, permutation);
2918                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2919                 if (mode == SHADERMODE_LIGHTSOURCE)
2920                 {
2921                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2922                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2923                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2924                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2925                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2926                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2927         
2928                         // additive passes are only darkened by fog, not tinted
2929                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2930                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2931                 }
2932                 else
2933                 {
2934                         if (mode == SHADERMODE_FLATCOLOR)
2935                         {
2936                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2937                         }
2938                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2939                         {
2940                                 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]);
2941                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2942                                 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);
2943                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2944                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2945                                 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]);
2946                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2947                         }
2948                         else
2949                         {
2950                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2951                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2952                                 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);
2953                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2954                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2955                         }
2956                         // additive passes are only darkened by fog, not tinted
2957                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2958                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2959                         else
2960                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2961                         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);
2962                         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]);
2963                         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]);
2964                         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]);
2965                         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]);
2966                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2967                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2968                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2969                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2970                 }
2971                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2972                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2973                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2974                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2975                 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]);
2976
2977                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2978                 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));
2979                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2980                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2981                 {
2982                         if (rsurface.texture->pantstexture)
2983                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2984                         else
2985                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2986                 }
2987                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2988                 {
2989                         if (rsurface.texture->shirttexture)
2990                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2991                         else
2992                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2993                 }
2994                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2995                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2996                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2997                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2998                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2999                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
3000                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3001                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3002                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
3003                         );
3004                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
3005                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
3006                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3007                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3008
3009                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
3010                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
3011                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
3012                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
3013                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
3014                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
3015                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
3016                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
3017                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
3018                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
3019                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
3020                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
3021                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
3022                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
3023                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
3024                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
3025                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
3026                 if (rsurfacepass == RSURFPASS_BACKGROUND)
3027                 {
3028                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
3029                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
3030                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3031                 }
3032                 else
3033                 {
3034                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3035                 }
3036 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
3037                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
3038                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
3039                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3040                 {
3041                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3042                         if (rsurface.rtlight)
3043                         {
3044                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
3045                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
3046                         }
3047                 }
3048                 break;
3049         }
3050 }
3051
3052 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3053 {
3054         // select a permutation of the lighting shader appropriate to this
3055         // combination of texture, entity, light source, and fogging, only use the
3056         // minimum features necessary to avoid wasting rendering time in the
3057         // fragment shader on features that are not being used
3058         unsigned int permutation = 0;
3059         unsigned int mode = 0;
3060         const float *lightcolorbase = rtlight->currentcolor;
3061         float ambientscale = rtlight->ambientscale;
3062         float diffusescale = rtlight->diffusescale;
3063         float specularscale = rtlight->specularscale;
3064         // this is the location of the light in view space
3065         vec3_t viewlightorigin;
3066         // this transforms from view space (camera) to light space (cubemap)
3067         matrix4x4_t viewtolight;
3068         matrix4x4_t lighttoview;
3069         float viewtolight16f[16];
3070         // light source
3071         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3072         if (rtlight->currentcubemap != r_texture_whitecube)
3073                 permutation |= SHADERPERMUTATION_CUBEFILTER;
3074         if (diffusescale > 0)
3075                 permutation |= SHADERPERMUTATION_DIFFUSE;
3076         if (specularscale > 0 && r_shadow_gloss.integer > 0)
3077                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3078         if (r_shadow_usingshadowmap2d)
3079         {
3080                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3081                 if (r_shadow_shadowmapvsdct)
3082                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3083
3084                 if (r_shadow_shadowmap2ddepthbuffer)
3085                         permutation |= SHADERPERMUTATION_DEPTHRGB;
3086         }
3087         if (vid.allowalphatocoverage)
3088                 GL_AlphaToCoverage(false);
3089         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3090         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3091         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3092         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3093         switch(vid.renderpath)
3094         {
3095         case RENDERPATH_D3D9:
3096 #ifdef SUPPORTD3D
3097                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3098                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3099                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3100                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3101                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3102                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3103                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3104                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3105                 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);
3106                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3107                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3108
3109                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3110                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3111                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3112                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3113                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3114 #endif
3115                 break;
3116         case RENDERPATH_D3D10:
3117                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3118                 break;
3119         case RENDERPATH_D3D11:
3120                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3121                 break;
3122         case RENDERPATH_GL20:
3123         case RENDERPATH_GLES2:
3124                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3125                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3126                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3127                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3128                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3129                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3130                 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]);
3131                 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]);
3132                 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);
3133                 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]);
3134                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3135
3136                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3137                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3138                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3139                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
3140                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3141                 break;
3142         case RENDERPATH_GL11:
3143         case RENDERPATH_GL13:
3144         case RENDERPATH_GLES1:
3145                 break;
3146         case RENDERPATH_SOFT:
3147                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3148                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3149                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3150                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3151                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3152                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3153                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3154                 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]);
3155                 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);
3156                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3157                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3158
3159                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3160                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3161                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3162                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3163                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3164                 break;
3165         }
3166 }
3167
3168 #define SKINFRAME_HASH 1024
3169
3170 typedef struct
3171 {
3172         int loadsequence; // incremented each level change
3173         memexpandablearray_t array;
3174         skinframe_t *hash[SKINFRAME_HASH];
3175 }
3176 r_skinframe_t;
3177 r_skinframe_t r_skinframe;
3178
3179 void R_SkinFrame_PrepareForPurge(void)
3180 {
3181         r_skinframe.loadsequence++;
3182         // wrap it without hitting zero
3183         if (r_skinframe.loadsequence >= 200)
3184                 r_skinframe.loadsequence = 1;
3185 }
3186
3187 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3188 {
3189         if (!skinframe)
3190                 return;
3191         // mark the skinframe as used for the purging code
3192         skinframe->loadsequence = r_skinframe.loadsequence;
3193 }
3194
3195 void R_SkinFrame_Purge(void)
3196 {
3197         int i;
3198         skinframe_t *s;
3199         for (i = 0;i < SKINFRAME_HASH;i++)
3200         {
3201                 for (s = r_skinframe.hash[i];s;s = s->next)
3202                 {
3203                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3204                         {
3205                                 if (s->merged == s->base)
3206                                         s->merged = NULL;
3207                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3208                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3209                                 R_PurgeTexture(s->merged);s->merged = NULL;
3210                                 R_PurgeTexture(s->base  );s->base   = NULL;
3211                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3212                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3213                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3214                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3215                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3216                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3217                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3218                                 s->loadsequence = 0;
3219                         }
3220                 }
3221         }
3222 }
3223
3224 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3225         skinframe_t *item;
3226         char basename[MAX_QPATH];
3227
3228         Image_StripImageExtension(name, basename, sizeof(basename));
3229
3230         if( last == NULL ) {
3231                 int hashindex;
3232                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3233                 item = r_skinframe.hash[hashindex];
3234         } else {
3235                 item = last->next;
3236         }
3237
3238         // linearly search through the hash bucket
3239         for( ; item ; item = item->next ) {
3240                 if( !strcmp( item->basename, basename ) ) {
3241                         return item;
3242                 }
3243         }
3244         return NULL;
3245 }
3246
3247 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3248 {
3249         skinframe_t *item;
3250         int hashindex;
3251         char basename[MAX_QPATH];
3252
3253         Image_StripImageExtension(name, basename, sizeof(basename));
3254
3255         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3256         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3257                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3258                         break;
3259
3260         if (!item) {
3261                 rtexture_t *dyntexture;
3262                 // check whether its a dynamic texture
3263                 dyntexture = CL_GetDynTexture( basename );
3264                 if (!add && !dyntexture)
3265                         return NULL;
3266                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3267                 memset(item, 0, sizeof(*item));
3268                 strlcpy(item->basename, basename, sizeof(item->basename));
3269                 item->base = dyntexture; // either NULL or dyntexture handle
3270                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3271                 item->comparewidth = comparewidth;
3272                 item->compareheight = compareheight;
3273                 item->comparecrc = comparecrc;
3274                 item->next = r_skinframe.hash[hashindex];
3275                 r_skinframe.hash[hashindex] = item;
3276         }
3277         else if (textureflags & TEXF_FORCE_RELOAD)
3278         {
3279                 rtexture_t *dyntexture;
3280                 // check whether its a dynamic texture
3281                 dyntexture = CL_GetDynTexture( basename );
3282                 if (!add && !dyntexture)
3283                         return NULL;
3284                 if (item->merged == item->base)
3285                         item->merged = NULL;
3286                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3287                 R_PurgeTexture(item->stain );item->stain  = NULL;
3288                 R_PurgeTexture(item->merged);item->merged = NULL;
3289                 R_PurgeTexture(item->base  );item->base   = NULL;
3290                 R_PurgeTexture(item->pants );item->pants  = NULL;
3291                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3292                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3293                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3294                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3295                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3296         R_PurgeTexture(item->reflect);item->reflect = NULL;
3297                 item->loadsequence = 0;
3298         }
3299         else if( item->base == NULL )
3300         {
3301                 rtexture_t *dyntexture;
3302                 // check whether its a dynamic texture
3303                 // 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]
3304                 dyntexture = CL_GetDynTexture( basename );
3305                 item->base = dyntexture; // either NULL or dyntexture handle
3306         }
3307
3308         R_SkinFrame_MarkUsed(item);
3309         return item;
3310 }
3311
3312 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3313         { \
3314                 unsigned long long avgcolor[5], wsum; \
3315                 int pix, comp, w; \
3316                 avgcolor[0] = 0; \
3317                 avgcolor[1] = 0; \
3318                 avgcolor[2] = 0; \
3319                 avgcolor[3] = 0; \
3320                 avgcolor[4] = 0; \
3321                 wsum = 0; \
3322                 for(pix = 0; pix < cnt; ++pix) \
3323                 { \
3324                         w = 0; \
3325                         for(comp = 0; comp < 3; ++comp) \
3326                                 w += getpixel; \
3327                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3328                         { \
3329                                 ++wsum; \
3330                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3331                                 w = getpixel; \
3332                                 for(comp = 0; comp < 3; ++comp) \
3333                                         avgcolor[comp] += getpixel * w; \
3334                                 avgcolor[3] += w; \
3335                         } \
3336                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3337                         avgcolor[4] += getpixel; \
3338                 } \
3339                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3340                         avgcolor[3] = 1; \
3341                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3342                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3343                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3344                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3345         }
3346
3347 extern cvar_t gl_picmip;
3348 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3349 {
3350         int j;
3351         unsigned char *pixels;
3352         unsigned char *bumppixels;
3353         unsigned char *basepixels = NULL;
3354         int basepixels_width = 0;
3355         int basepixels_height = 0;
3356         skinframe_t *skinframe;
3357         rtexture_t *ddsbase = NULL;
3358         qboolean ddshasalpha = false;
3359         float ddsavgcolor[4];
3360         char basename[MAX_QPATH];
3361         int miplevel = R_PicmipForFlags(textureflags);
3362         int savemiplevel = miplevel;
3363         int mymiplevel;
3364         char vabuf[1024];
3365
3366         if (cls.state == ca_dedicated)
3367                 return NULL;
3368
3369         // return an existing skinframe if already loaded
3370         // if loading of the first image fails, don't make a new skinframe as it
3371         // would cause all future lookups of this to be missing
3372         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3373         if (skinframe && skinframe->base)
3374                 return skinframe;
3375
3376         Image_StripImageExtension(name, basename, sizeof(basename));
3377
3378         // check for DDS texture file first
3379         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3380         {
3381                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3382                 if (basepixels == NULL)
3383                         return NULL;
3384         }
3385
3386         // FIXME handle miplevel
3387
3388         if (developer_loading.integer)
3389                 Con_Printf("loading skin \"%s\"\n", name);
3390
3391         // we've got some pixels to store, so really allocate this new texture now
3392         if (!skinframe)
3393                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3394         textureflags &= ~TEXF_FORCE_RELOAD;
3395         skinframe->stain = NULL;
3396         skinframe->merged = NULL;
3397         skinframe->base = NULL;
3398         skinframe->pants = NULL;
3399         skinframe->shirt = NULL;
3400         skinframe->nmap = NULL;
3401         skinframe->gloss = NULL;
3402         skinframe->glow = NULL;
3403         skinframe->fog = NULL;
3404         skinframe->reflect = NULL;
3405         skinframe->hasalpha = false;
3406         // we could store the q2animname here too
3407
3408         if (ddsbase)
3409         {
3410                 skinframe->base = ddsbase;
3411                 skinframe->hasalpha = ddshasalpha;
3412                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3413                 if (r_loadfog && skinframe->hasalpha)
3414                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3415                 //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]);
3416         }
3417         else
3418         {
3419                 basepixels_width = image_width;
3420                 basepixels_height = image_height;
3421                 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);
3422                 if (textureflags & TEXF_ALPHA)
3423                 {
3424                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3425                         {
3426                                 if (basepixels[j] < 255)
3427                                 {
3428                                         skinframe->hasalpha = true;
3429                                         break;
3430                                 }
3431                         }
3432                         if (r_loadfog && skinframe->hasalpha)
3433                         {
3434                                 // has transparent pixels
3435                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3436                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3437                                 {
3438                                         pixels[j+0] = 255;
3439                                         pixels[j+1] = 255;
3440                                         pixels[j+2] = 255;
3441                                         pixels[j+3] = basepixels[j+3];
3442                                 }
3443                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3444                                 Mem_Free(pixels);
3445                         }
3446                 }
3447                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3448 #ifndef USE_GLES2
3449                 //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]);
3450                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3451                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3452                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3453                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3454 #endif
3455         }
3456
3457         if (r_loaddds)
3458         {
3459                 mymiplevel = savemiplevel;
3460                 if (r_loadnormalmap)
3461                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3462                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3463                 if (r_loadgloss)
3464                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3465                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3466                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3467                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3468         }
3469
3470         // _norm is the name used by tenebrae and has been adopted as standard
3471         if (r_loadnormalmap && skinframe->nmap == NULL)
3472         {
3473                 mymiplevel = savemiplevel;
3474                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3475                 {
3476                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%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);
3477                         Mem_Free(pixels);
3478                         pixels = NULL;
3479                 }
3480                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3481                 {
3482                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3483                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3484                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%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);
3485                         Mem_Free(pixels);
3486                         Mem_Free(bumppixels);
3487                 }
3488                 else if (r_shadow_bumpscale_basetexture.value > 0)
3489                 {
3490                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3491                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3492                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%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);
3493                         Mem_Free(pixels);
3494                 }
3495 #ifndef USE_GLES2
3496                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3497                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3498 #endif
3499         }
3500
3501         // _luma is supported only for tenebrae compatibility
3502         // _glow is the preferred name
3503         mymiplevel = savemiplevel;
3504         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3505         {
3506                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%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);
3507 #ifndef USE_GLES2
3508                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3509                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3510 #endif
3511                 Mem_Free(pixels);pixels = NULL;
3512         }
3513
3514         mymiplevel = savemiplevel;
3515         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3516         {
3517                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%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);
3518 #ifndef USE_GLES2
3519                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3520                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3521 #endif
3522                 Mem_Free(pixels);
3523                 pixels = NULL;
3524         }
3525
3526         mymiplevel = savemiplevel;
3527         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3528         {
3529                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%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);
3530 #ifndef USE_GLES2
3531                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3532                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3533 #endif
3534                 Mem_Free(pixels);
3535                 pixels = NULL;
3536         }
3537
3538         mymiplevel = savemiplevel;
3539         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3540         {
3541                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%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);
3542 #ifndef USE_GLES2
3543                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3544                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3545 #endif
3546                 Mem_Free(pixels);
3547                 pixels = NULL;
3548         }
3549
3550         mymiplevel = savemiplevel;
3551         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3552         {
3553                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%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);
3554 #ifndef USE_GLES2
3555                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3556                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3557 #endif
3558                 Mem_Free(pixels);
3559                 pixels = NULL;
3560         }
3561
3562         if (basepixels)
3563                 Mem_Free(basepixels);
3564
3565         return skinframe;
3566 }
3567
3568 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3569 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3570 {
3571         int i;
3572         unsigned char *temp1, *temp2;
3573         skinframe_t *skinframe;
3574         char vabuf[1024];
3575
3576         if (cls.state == ca_dedicated)
3577                 return NULL;
3578
3579         // if already loaded just return it, otherwise make a new skinframe
3580         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3581         if (skinframe->base)
3582                 return skinframe;
3583         textureflags &= ~TEXF_FORCE_RELOAD;
3584
3585         skinframe->stain = NULL;
3586         skinframe->merged = NULL;
3587         skinframe->base = NULL;
3588         skinframe->pants = NULL;
3589         skinframe->shirt = NULL;
3590         skinframe->nmap = NULL;
3591         skinframe->gloss = NULL;
3592         skinframe->glow = NULL;
3593         skinframe->fog = NULL;
3594         skinframe->reflect = NULL;
3595         skinframe->hasalpha = false;
3596
3597         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3598         if (!skindata)
3599                 return NULL;
3600
3601         if (developer_loading.integer)
3602                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3603
3604         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3605         {
3606                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3607                 temp2 = temp1 + width * height * 4;
3608                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3609                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3610                 Mem_Free(temp1);
3611         }
3612         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3613         if (textureflags & TEXF_ALPHA)
3614         {
3615                 for (i = 3;i < width * height * 4;i += 4)
3616                 {
3617                         if (skindata[i] < 255)
3618                         {
3619                                 skinframe->hasalpha = true;
3620                                 break;
3621                         }
3622                 }
3623                 if (r_loadfog && skinframe->hasalpha)
3624                 {
3625                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3626                         memcpy(fogpixels, skindata, width * height * 4);
3627                         for (i = 0;i < width * height * 4;i += 4)
3628                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3629                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3630                         Mem_Free(fogpixels);
3631                 }
3632         }
3633
3634         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3635         //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]);
3636
3637         return skinframe;
3638 }
3639
3640 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3641 {
3642         int i;
3643         int featuresmask;
3644         skinframe_t *skinframe;
3645
3646         if (cls.state == ca_dedicated)
3647                 return NULL;
3648
3649         // if already loaded just return it, otherwise make a new skinframe
3650         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3651         if (skinframe->base)
3652                 return skinframe;
3653         //textureflags &= ~TEXF_FORCE_RELOAD;
3654
3655         skinframe->stain = NULL;
3656         skinframe->merged = NULL;
3657         skinframe->base = NULL;
3658         skinframe->pants = NULL;
3659         skinframe->shirt = NULL;
3660         skinframe->nmap = NULL;
3661         skinframe->gloss = NULL;
3662         skinframe->glow = NULL;
3663         skinframe->fog = NULL;
3664         skinframe->reflect = NULL;
3665         skinframe->hasalpha = false;
3666
3667         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3668         if (!skindata)
3669                 return NULL;
3670
3671         if (developer_loading.integer)
3672                 Con_Printf("loading quake skin \"%s\"\n", name);
3673
3674         // 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)
3675         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3676         memcpy(skinframe->qpixels, skindata, width*height);
3677         skinframe->qwidth = width;
3678         skinframe->qheight = height;
3679
3680         featuresmask = 0;
3681         for (i = 0;i < width * height;i++)
3682                 featuresmask |= palette_featureflags[skindata[i]];
3683
3684         skinframe->hasalpha = false;
3685         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3686         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3687         skinframe->qgeneratemerged = true;
3688         skinframe->qgeneratebase = skinframe->qhascolormapping;
3689         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3690
3691         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3692         //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]);
3693
3694         return skinframe;
3695 }
3696
3697 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3698 {
3699         int width;
3700         int height;
3701         unsigned char *skindata;
3702         char vabuf[1024];
3703
3704         if (!skinframe->qpixels)
3705                 return;
3706
3707         if (!skinframe->qhascolormapping)
3708                 colormapped = false;
3709
3710         if (colormapped)
3711         {
3712                 if (!skinframe->qgeneratebase)
3713                         return;
3714         }
3715         else
3716         {
3717                 if (!skinframe->qgeneratemerged)
3718                         return;
3719         }
3720
3721         width = skinframe->qwidth;
3722         height = skinframe->qheight;
3723         skindata = skinframe->qpixels;
3724
3725         if (skinframe->qgeneratenmap)
3726         {
3727                 unsigned char *temp1, *temp2;
3728                 skinframe->qgeneratenmap = false;
3729                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3730                 temp2 = temp1 + width * height * 4;
3731                 // use either a custom palette or the quake palette
3732                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3733                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3734                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3735                 Mem_Free(temp1);
3736         }
3737
3738         if (skinframe->qgenerateglow)
3739         {
3740                 skinframe->qgenerateglow = false;
3741                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3742         }
3743
3744         if (colormapped)
3745         {
3746                 skinframe->qgeneratebase = false;
3747                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%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);
3748                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3749                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3750         }
3751         else
3752         {
3753                 skinframe->qgeneratemerged = false;
3754                 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);
3755         }
3756
3757         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3758         {
3759                 Mem_Free(skinframe->qpixels);
3760                 skinframe->qpixels = NULL;
3761         }
3762 }
3763
3764 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)
3765 {
3766         int i;
3767         skinframe_t *skinframe;
3768         char vabuf[1024];
3769
3770         if (cls.state == ca_dedicated)
3771                 return NULL;
3772
3773         // if already loaded just return it, otherwise make a new skinframe
3774         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3775         if (skinframe->base)
3776                 return skinframe;
3777         textureflags &= ~TEXF_FORCE_RELOAD;
3778
3779         skinframe->stain = NULL;
3780         skinframe->merged = NULL;
3781         skinframe->base = NULL;
3782         skinframe->pants = NULL;
3783         skinframe->shirt = NULL;
3784         skinframe->nmap = NULL;
3785         skinframe->gloss = NULL;
3786         skinframe->glow = NULL;
3787         skinframe->fog = NULL;
3788         skinframe->reflect = NULL;
3789         skinframe->hasalpha = false;
3790
3791         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3792         if (!skindata)
3793                 return NULL;
3794
3795         if (developer_loading.integer)
3796                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3797
3798         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3799         if (textureflags & TEXF_ALPHA)
3800         {
3801                 for (i = 0;i < width * height;i++)
3802                 {
3803                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3804                         {
3805                                 skinframe->hasalpha = true;
3806                                 break;
3807                         }
3808                 }
3809                 if (r_loadfog && skinframe->hasalpha)
3810                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3811         }
3812
3813         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3814         //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]);
3815
3816         return skinframe;
3817 }
3818
3819 skinframe_t *R_SkinFrame_LoadMissing(void)
3820 {
3821         skinframe_t *skinframe;
3822
3823         if (cls.state == ca_dedicated)
3824                 return NULL;
3825
3826         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3827         skinframe->stain = NULL;
3828         skinframe->merged = NULL;
3829         skinframe->base = NULL;
3830         skinframe->pants = NULL;
3831         skinframe->shirt = NULL;
3832         skinframe->nmap = NULL;
3833         skinframe->gloss = NULL;
3834         skinframe->glow = NULL;
3835         skinframe->fog = NULL;
3836         skinframe->reflect = NULL;
3837         skinframe->hasalpha = false;
3838
3839         skinframe->avgcolor[0] = rand() / RAND_MAX;
3840         skinframe->avgcolor[1] = rand() / RAND_MAX;
3841         skinframe->avgcolor[2] = rand() / RAND_MAX;
3842         skinframe->avgcolor[3] = 1;
3843
3844         return skinframe;
3845 }
3846
3847 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3848 typedef struct suffixinfo_s
3849 {
3850         const char *suffix;
3851         qboolean flipx, flipy, flipdiagonal;
3852 }
3853 suffixinfo_t;
3854 static suffixinfo_t suffix[3][6] =
3855 {
3856         {
3857                 {"px",   false, false, false},
3858                 {"nx",   false, false, false},
3859                 {"py",   false, false, false},
3860                 {"ny",   false, false, false},
3861                 {"pz",   false, false, false},
3862                 {"nz",   false, false, false}
3863         },
3864         {
3865                 {"posx", false, false, false},
3866                 {"negx", false, false, false},
3867                 {"posy", false, false, false},
3868                 {"negy", false, false, false},
3869                 {"posz", false, false, false},
3870                 {"negz", false, false, false}
3871         },
3872         {
3873                 {"rt",    true, false,  true},
3874                 {"lf",   false,  true,  true},
3875                 {"ft",    true,  true, false},
3876                 {"bk",   false, false, false},
3877                 {"up",    true, false,  true},
3878                 {"dn",    true, false,  true}
3879         }
3880 };
3881
3882 static int componentorder[4] = {0, 1, 2, 3};
3883
3884 static rtexture_t *R_LoadCubemap(const char *basename)
3885 {
3886         int i, j, cubemapsize;
3887         unsigned char *cubemappixels, *image_buffer;
3888         rtexture_t *cubemaptexture;
3889         char name[256];
3890         // must start 0 so the first loadimagepixels has no requested width/height
3891         cubemapsize = 0;
3892         cubemappixels = NULL;
3893         cubemaptexture = NULL;
3894         // keep trying different suffix groups (posx, px, rt) until one loads
3895         for (j = 0;j < 3 && !cubemappixels;j++)
3896         {
3897                 // load the 6 images in the suffix group
3898                 for (i = 0;i < 6;i++)
3899                 {
3900                         // generate an image name based on the base and and suffix
3901                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3902                         // load it
3903                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3904                         {
3905                                 // an image loaded, make sure width and height are equal
3906                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3907                                 {
3908                                         // if this is the first image to load successfully, allocate the cubemap memory
3909                                         if (!cubemappixels && image_width >= 1)
3910                                         {
3911                                                 cubemapsize = image_width;
3912                                                 // note this clears to black, so unavailable sides are black
3913                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3914                                         }
3915                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3916                                         if (cubemappixels)
3917                                                 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);
3918                                 }
3919                                 else
3920                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3921                                 // free the image
3922                                 Mem_Free(image_buffer);
3923                         }
3924                 }
3925         }
3926         // if a cubemap loaded, upload it
3927         if (cubemappixels)
3928         {
3929                 if (developer_loading.integer)
3930                         Con_Printf("loading cubemap \"%s\"\n", basename);
3931
3932                 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);
3933                 Mem_Free(cubemappixels);
3934         }
3935         else
3936         {
3937                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3938                 if (developer_loading.integer)
3939                 {
3940                         Con_Printf("(tried tried images ");
3941                         for (j = 0;j < 3;j++)
3942                                 for (i = 0;i < 6;i++)
3943                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3944                         Con_Print(" and was unable to find any of them).\n");
3945                 }
3946         }
3947         return cubemaptexture;
3948 }
3949
3950 rtexture_t *R_GetCubemap(const char *basename)
3951 {
3952         int i;
3953         for (i = 0;i < r_texture_numcubemaps;i++)
3954                 if (r_texture_cubemaps[i] != NULL)
3955                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3956                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3957         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3958                 return r_texture_whitecube;
3959         r_texture_numcubemaps++;
3960         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3961         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3962         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3963         return r_texture_cubemaps[i]->texture;
3964 }
3965
3966 static void R_Main_FreeViewCache(void)
3967 {
3968         if (r_refdef.viewcache.entityvisible)
3969                 Mem_Free(r_refdef.viewcache.entityvisible);
3970         if (r_refdef.viewcache.world_pvsbits)
3971                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3972         if (r_refdef.viewcache.world_leafvisible)
3973                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3974         if (r_refdef.viewcache.world_surfacevisible)
3975                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3976         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3977 }
3978
3979 static void R_Main_ResizeViewCache(void)
3980 {
3981         int numentities = r_refdef.scene.numentities;
3982         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3983         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3984         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3985         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3986         if (r_refdef.viewcache.maxentities < numentities)
3987         {
3988                 r_refdef.viewcache.maxentities = numentities;
3989                 if (r_refdef.viewcache.entityvisible)
3990                         Mem_Free(r_refdef.viewcache.entityvisible);
3991                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3992         }
3993         if (r_refdef.viewcache.world_numclusters != numclusters)
3994         {
3995                 r_refdef.viewcache.world_numclusters = numclusters;
3996                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3997                 if (r_refdef.viewcache.world_pvsbits)
3998                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3999                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
4000         }
4001         if (r_refdef.viewcache.world_numleafs != numleafs)
4002         {
4003                 r_refdef.viewcache.world_numleafs = numleafs;
4004                 if (r_refdef.viewcache.world_leafvisible)
4005                         Mem_Free(r_refdef.viewcache.world_leafvisible);
4006                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
4007         }
4008         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
4009         {
4010                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
4011                 if (r_refdef.viewcache.world_surfacevisible)
4012                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
4013                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
4014         }
4015 }
4016
4017 extern rtexture_t *loadingscreentexture;
4018 static void gl_main_start(void)
4019 {
4020         loadingscreentexture = NULL;
4021         r_texture_blanknormalmap = NULL;
4022         r_texture_white = NULL;
4023         r_texture_grey128 = NULL;
4024         r_texture_black = NULL;
4025         r_texture_whitecube = NULL;
4026         r_texture_normalizationcube = NULL;
4027         r_texture_fogattenuation = NULL;
4028         r_texture_fogheighttexture = NULL;
4029         r_texture_gammaramps = NULL;
4030         r_texture_numcubemaps = 0;
4031         r_uniformbufferalignment = 32;
4032
4033         r_loaddds = r_texture_dds_load.integer != 0;
4034         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4035
4036         switch(vid.renderpath)
4037         {
4038         case RENDERPATH_GL20:
4039         case RENDERPATH_D3D9:
4040         case RENDERPATH_D3D10:
4041         case RENDERPATH_D3D11:
4042         case RENDERPATH_SOFT:
4043         case RENDERPATH_GLES2:
4044                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4045                 Cvar_SetValueQuick(&gl_combine, 1);
4046                 Cvar_SetValueQuick(&r_glsl, 1);
4047                 r_loadnormalmap = true;
4048                 r_loadgloss = true;
4049                 r_loadfog = false;
4050 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4051                 if (vid.support.arb_uniform_buffer_object)
4052                         qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4053 #endif
4054                         break;
4055         case RENDERPATH_GL13:
4056         case RENDERPATH_GLES1:
4057                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4058                 Cvar_SetValueQuick(&gl_combine, 1);
4059                 Cvar_SetValueQuick(&r_glsl, 0);
4060                 r_loadnormalmap = false;
4061                 r_loadgloss = false;
4062                 r_loadfog = true;
4063                 break;
4064         case RENDERPATH_GL11:
4065                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4066                 Cvar_SetValueQuick(&gl_combine, 0);
4067                 Cvar_SetValueQuick(&r_glsl, 0);
4068                 r_loadnormalmap = false;
4069                 r_loadgloss = false;
4070                 r_loadfog = true;
4071                 break;
4072         }
4073
4074         R_AnimCache_Free();
4075         R_FrameData_Reset();
4076         R_BufferData_Reset();
4077
4078         r_numqueries = 0;
4079         r_maxqueries = 0;
4080         memset(r_queries, 0, sizeof(r_queries));
4081
4082         r_qwskincache = NULL;
4083         r_qwskincache_size = 0;
4084
4085         // due to caching of texture_t references, the collision cache must be reset
4086         Collision_Cache_Reset(true);
4087
4088         // set up r_skinframe loading system for textures
4089         memset(&r_skinframe, 0, sizeof(r_skinframe));
4090         r_skinframe.loadsequence = 1;
4091         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4092
4093         r_main_texturepool = R_AllocTexturePool();
4094         R_BuildBlankTextures();
4095         R_BuildNoTexture();
4096         if (vid.support.arb_texture_cube_map)
4097         {
4098                 R_BuildWhiteCube();
4099                 R_BuildNormalizationCube();
4100         }
4101         r_texture_fogattenuation = NULL;
4102         r_texture_fogheighttexture = NULL;
4103         r_texture_gammaramps = NULL;
4104         //r_texture_fogintensity = NULL;
4105         memset(&r_fb, 0, sizeof(r_fb));
4106         r_glsl_permutation = NULL;
4107         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4108         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4109         glslshaderstring = NULL;
4110 #ifdef SUPPORTD3D
4111         r_hlsl_permutation = NULL;
4112         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4113         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4114 #endif
4115         hlslshaderstring = NULL;
4116         memset(&r_svbsp, 0, sizeof (r_svbsp));
4117
4118         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4119         r_texture_numcubemaps = 0;
4120
4121         r_refdef.fogmasktable_density = 0;
4122
4123 #ifdef __ANDROID__
4124         // For Steelstorm Android
4125         // FIXME CACHE the program and reload
4126         // FIXME see possible combinations for SS:BR android
4127         Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4128         R_SetupShader_SetPermutationGLSL(0, 12);
4129         R_SetupShader_SetPermutationGLSL(0, 13);
4130         R_SetupShader_SetPermutationGLSL(0, 8388621);
4131         R_SetupShader_SetPermutationGLSL(3, 0);
4132         R_SetupShader_SetPermutationGLSL(3, 2048);
4133         R_SetupShader_SetPermutationGLSL(5, 0);
4134         R_SetupShader_SetPermutationGLSL(5, 2);
4135         R_SetupShader_SetPermutationGLSL(5, 2048);
4136         R_SetupShader_SetPermutationGLSL(5, 8388608);
4137         R_SetupShader_SetPermutationGLSL(11, 1);
4138         R_SetupShader_SetPermutationGLSL(11, 2049);
4139         R_SetupShader_SetPermutationGLSL(11, 8193);
4140         R_SetupShader_SetPermutationGLSL(11, 10241);
4141         Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4142 #endif
4143 }
4144
4145 static void gl_main_shutdown(void)
4146 {
4147         R_AnimCache_Free();
4148         R_FrameData_Reset();
4149         R_BufferData_Reset();
4150
4151         R_Main_FreeViewCache();
4152
4153         switch(vid.renderpath)
4154         {
4155         case RENDERPATH_GL11:
4156         case RENDERPATH_GL13:
4157         case RENDERPATH_GL20:
4158         case RENDERPATH_GLES1:
4159         case RENDERPATH_GLES2:
4160 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4161                 if (r_maxqueries)
4162                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4163 #endif
4164                 break;
4165         case RENDERPATH_D3D9:
4166                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4167                 break;
4168         case RENDERPATH_D3D10:
4169                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4170                 break;
4171         case RENDERPATH_D3D11:
4172                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4173                 break;
4174         case RENDERPATH_SOFT:
4175                 break;
4176         }
4177
4178         r_numqueries = 0;
4179         r_maxqueries = 0;
4180         memset(r_queries, 0, sizeof(r_queries));
4181
4182         r_qwskincache = NULL;
4183         r_qwskincache_size = 0;
4184
4185         // clear out the r_skinframe state
4186         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4187         memset(&r_skinframe, 0, sizeof(r_skinframe));
4188
4189         if (r_svbsp.nodes)
4190                 Mem_Free(r_svbsp.nodes);
4191         memset(&r_svbsp, 0, sizeof (r_svbsp));
4192         R_FreeTexturePool(&r_main_texturepool);
4193         loadingscreentexture = NULL;
4194         r_texture_blanknormalmap = NULL;
4195         r_texture_white = NULL;
4196         r_texture_grey128 = NULL;
4197         r_texture_black = NULL;
4198         r_texture_whitecube = NULL;
4199         r_texture_normalizationcube = NULL;
4200         r_texture_fogattenuation = NULL;
4201         r_texture_fogheighttexture = NULL;
4202         r_texture_gammaramps = NULL;
4203         r_texture_numcubemaps = 0;
4204         //r_texture_fogintensity = NULL;
4205         memset(&r_fb, 0, sizeof(r_fb));
4206         R_GLSL_Restart_f();
4207
4208         r_glsl_permutation = NULL;
4209         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4210         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4211         glslshaderstring = NULL;
4212 #ifdef SUPPORTD3D
4213         r_hlsl_permutation = NULL;
4214         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4215         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4216 #endif
4217         hlslshaderstring = NULL;
4218 }
4219
4220 static void gl_main_newmap(void)
4221 {
4222         // FIXME: move this code to client
4223         char *entities, entname[MAX_QPATH];
4224         if (r_qwskincache)
4225                 Mem_Free(r_qwskincache);
4226         r_qwskincache = NULL;
4227         r_qwskincache_size = 0;
4228         if (cl.worldmodel)
4229         {
4230                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4231                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4232                 {
4233                         CL_ParseEntityLump(entities);
4234                         Mem_Free(entities);
4235                         return;
4236                 }
4237                 if (cl.worldmodel->brush.entities)
4238                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4239         }
4240         R_Main_FreeViewCache();
4241
4242         R_FrameData_Reset();
4243         R_BufferData_Reset();
4244 }
4245
4246 void GL_Main_Init(void)
4247 {
4248         int i;
4249         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4250
4251         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4252         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4253         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4254         if (gamemode == GAME_NEHAHRA)
4255         {
4256                 Cvar_RegisterVariable (&gl_fogenable);
4257                 Cvar_RegisterVariable (&gl_fogdensity);
4258                 Cvar_RegisterVariable (&gl_fogred);
4259                 Cvar_RegisterVariable (&gl_foggreen);
4260                 Cvar_RegisterVariable (&gl_fogblue);
4261                 Cvar_RegisterVariable (&gl_fogstart);
4262                 Cvar_RegisterVariable (&gl_fogend);
4263                 Cvar_RegisterVariable (&gl_skyclip);
4264         }
4265         Cvar_RegisterVariable(&r_motionblur);
4266         Cvar_RegisterVariable(&r_damageblur);
4267         Cvar_RegisterVariable(&r_motionblur_averaging);
4268         Cvar_RegisterVariable(&r_motionblur_randomize);
4269         Cvar_RegisterVariable(&r_motionblur_minblur);
4270         Cvar_RegisterVariable(&r_motionblur_maxblur);
4271         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4272         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4273         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4274         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4275         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4276         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4277         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4278         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4279         Cvar_RegisterVariable(&r_equalize_entities_by);
4280         Cvar_RegisterVariable(&r_equalize_entities_to);
4281         Cvar_RegisterVariable(&r_depthfirst);
4282         Cvar_RegisterVariable(&r_useinfinitefarclip);
4283         Cvar_RegisterVariable(&r_farclip_base);
4284         Cvar_RegisterVariable(&r_farclip_world);
4285         Cvar_RegisterVariable(&r_nearclip);
4286         Cvar_RegisterVariable(&r_deformvertexes);
4287         Cvar_RegisterVariable(&r_transparent);
4288         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4289         Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4290         Cvar_RegisterVariable(&r_transparent_useplanardistance);
4291         Cvar_RegisterVariable(&r_showoverdraw);
4292         Cvar_RegisterVariable(&r_showbboxes);
4293         Cvar_RegisterVariable(&r_showsurfaces);
4294         Cvar_RegisterVariable(&r_showtris);
4295         Cvar_RegisterVariable(&r_shownormals);
4296         Cvar_RegisterVariable(&r_showlighting);
4297         Cvar_RegisterVariable(&r_showshadowvolumes);
4298         Cvar_RegisterVariable(&r_showcollisionbrushes);
4299         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4300         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4301         Cvar_RegisterVariable(&r_showdisabledepthtest);
4302         Cvar_RegisterVariable(&r_drawportals);
4303         Cvar_RegisterVariable(&r_drawentities);
4304         Cvar_RegisterVariable(&r_draw2d);
4305         Cvar_RegisterVariable(&r_drawworld);
4306         Cvar_RegisterVariable(&r_cullentities_trace);
4307         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4308         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4309         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4310         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4311         Cvar_RegisterVariable(&r_sortentities);
4312         Cvar_RegisterVariable(&r_drawviewmodel);
4313         Cvar_RegisterVariable(&r_drawexteriormodel);
4314         Cvar_RegisterVariable(&r_speeds);
4315         Cvar_RegisterVariable(&r_fullbrights);
4316         Cvar_RegisterVariable(&r_wateralpha);
4317         Cvar_RegisterVariable(&r_dynamic);
4318         Cvar_RegisterVariable(&r_fakelight);
4319         Cvar_RegisterVariable(&r_fakelight_intensity);
4320         Cvar_RegisterVariable(&r_fullbright);
4321         Cvar_RegisterVariable(&r_shadows);
4322         Cvar_RegisterVariable(&r_shadows_darken);
4323         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4324         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4325         Cvar_RegisterVariable(&r_shadows_throwdistance);
4326         Cvar_RegisterVariable(&r_shadows_throwdirection);
4327         Cvar_RegisterVariable(&r_shadows_focus);
4328         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4329         Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4330         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4331         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4332         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4333         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4334         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4335         Cvar_RegisterVariable(&r_fog_exp2);
4336         Cvar_RegisterVariable(&r_fog_clear);
4337         Cvar_RegisterVariable(&r_drawfog);
4338         Cvar_RegisterVariable(&r_transparentdepthmasking);
4339         Cvar_RegisterVariable(&r_transparent_sortmindist);
4340         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4341         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4342         Cvar_RegisterVariable(&r_texture_dds_load);
4343         Cvar_RegisterVariable(&r_texture_dds_save);
4344         Cvar_RegisterVariable(&r_textureunits);
4345         Cvar_RegisterVariable(&gl_combine);
4346         Cvar_RegisterVariable(&r_usedepthtextures);
4347         Cvar_RegisterVariable(&r_viewfbo);
4348         Cvar_RegisterVariable(&r_viewscale);
4349         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4350         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4351         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4352         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4353         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4354         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4355         Cvar_RegisterVariable(&r_glsl);
4356         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4357         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4358         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4359         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4360         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4361         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4362         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4363         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4364         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4365         Cvar_RegisterVariable(&r_glsl_postprocess);
4366         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4367         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4368         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4369         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4370         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4371         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4372         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4373         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4374         Cvar_RegisterVariable(&r_celshading);
4375         Cvar_RegisterVariable(&r_celoutlines);
4376
4377         Cvar_RegisterVariable(&r_water);
4378         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4379         Cvar_RegisterVariable(&r_water_clippingplanebias);
4380         Cvar_RegisterVariable(&r_water_refractdistort);
4381         Cvar_RegisterVariable(&r_water_reflectdistort);
4382         Cvar_RegisterVariable(&r_water_scissormode);
4383         Cvar_RegisterVariable(&r_water_lowquality);
4384         Cvar_RegisterVariable(&r_water_hideplayer);
4385         Cvar_RegisterVariable(&r_water_fbo);
4386
4387         Cvar_RegisterVariable(&r_lerpsprites);
4388         Cvar_RegisterVariable(&r_lerpmodels);
4389         Cvar_RegisterVariable(&r_lerplightstyles);
4390         Cvar_RegisterVariable(&r_waterscroll);
4391         Cvar_RegisterVariable(&r_bloom);
4392         Cvar_RegisterVariable(&r_bloom_colorscale);
4393         Cvar_RegisterVariable(&r_bloom_brighten);
4394         Cvar_RegisterVariable(&r_bloom_blur);
4395         Cvar_RegisterVariable(&r_bloom_resolution);
4396         Cvar_RegisterVariable(&r_bloom_colorexponent);
4397         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4398         Cvar_RegisterVariable(&r_bloom_scenebrightness);
4399         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4400         Cvar_RegisterVariable(&r_hdr_glowintensity);
4401         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4402         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4403         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4404         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4405         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4406         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4407         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4408         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4409         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4410         Cvar_RegisterVariable(&developer_texturelogging);
4411         Cvar_RegisterVariable(&gl_lightmaps);
4412         Cvar_RegisterVariable(&r_test);
4413         Cvar_RegisterVariable(&r_batch_multidraw);
4414         Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4415         Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4416         Cvar_RegisterVariable(&r_glsl_skeletal);
4417         Cvar_RegisterVariable(&r_glsl_saturation);
4418         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4419         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4420         Cvar_RegisterVariable(&r_framedatasize);
4421         for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4422                 Cvar_RegisterVariable(&r_buffermegs[i]);
4423         Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4424         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4425                 Cvar_SetValue("r_fullbrights", 0);
4426 #ifdef DP_MOBILETOUCH
4427         // GLES devices have terrible depth precision in general, so...
4428         Cvar_SetValueQuick(&r_nearclip, 4);
4429         Cvar_SetValueQuick(&r_farclip_base, 4096);
4430         Cvar_SetValueQuick(&r_farclip_world, 0);
4431         Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4432 #endif
4433         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4434 }
4435
4436 void Render_Init(void)
4437 {
4438         gl_backend_init();
4439         R_Textures_Init();
4440         GL_Main_Init();
4441         Font_Init();
4442         GL_Draw_Init();
4443         R_Shadow_Init();
4444         R_Sky_Init();
4445         GL_Surf_Init();
4446         Sbar_Init();
4447         R_Particles_Init();
4448         R_Explosion_Init();
4449         R_LightningBeams_Init();
4450         Mod_RenderInit();
4451 }
4452
4453 /*
4454 ===============
4455 GL_Init
4456 ===============
4457 */
4458 #ifndef USE_GLES2
4459 extern char *ENGINE_EXTENSIONS;
4460 void GL_Init (void)
4461 {
4462         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4463         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4464         gl_version = (const char *)qglGetString(GL_VERSION);
4465         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4466
4467         if (!gl_extensions)
4468                 gl_extensions = "";
4469         if (!gl_platformextensions)
4470                 gl_platformextensions = "";
4471
4472         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4473         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4474         Con_Printf("GL_VERSION: %s\n", gl_version);
4475         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4476         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4477
4478         VID_CheckExtensions();
4479
4480         // LordHavoc: report supported extensions
4481 #ifdef CONFIG_MENU
4482         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4483 #else
4484         Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4485 #endif
4486
4487         // clear to black (loading plaque will be seen over this)
4488         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4489 }
4490 #endif
4491
4492 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4493 {
4494         int i;
4495         mplane_t *p;
4496         if (r_trippy.integer)
4497                 return false;
4498         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4499         {
4500                 p = r_refdef.view.frustum + i;
4501                 switch(p->signbits)
4502                 {
4503                 default:
4504                 case 0:
4505                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4506                                 return true;
4507                         break;
4508                 case 1:
4509                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4510                                 return true;
4511                         break;
4512                 case 2:
4513                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4514                                 return true;
4515                         break;
4516                 case 3:
4517                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4518                                 return true;
4519                         break;
4520                 case 4:
4521                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4522                                 return true;
4523                         break;
4524                 case 5:
4525                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4526                                 return true;
4527                         break;
4528                 case 6:
4529                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4530                                 return true;
4531                         break;
4532                 case 7:
4533                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4534                                 return true;
4535                         break;
4536                 }
4537         }
4538         return false;
4539 }
4540
4541 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4542 {
4543         int i;
4544         const mplane_t *p;
4545         if (r_trippy.integer)
4546                 return false;
4547         for (i = 0;i < numplanes;i++)
4548         {
4549                 p = planes + i;
4550                 switch(p->signbits)
4551                 {
4552                 default:
4553                 case 0:
4554                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4555                                 return true;
4556                         break;
4557                 case 1:
4558                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4559                                 return true;
4560                         break;
4561                 case 2:
4562                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4563                                 return true;
4564                         break;
4565                 case 3:
4566                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4567                                 return true;
4568                         break;
4569                 case 4:
4570                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4571                                 return true;
4572                         break;
4573                 case 5:
4574                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4575                                 return true;
4576                         break;
4577                 case 6:
4578                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4579                                 return true;
4580                         break;
4581                 case 7:
4582                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4583                                 return true;
4584                         break;
4585                 }
4586         }
4587         return false;
4588 }
4589
4590 //==================================================================================
4591
4592 // LordHavoc: this stores temporary data used within the same frame
4593
4594 typedef struct r_framedata_mem_s
4595 {
4596         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4597         size_t size; // how much usable space
4598         size_t current; // how much space in use
4599         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4600         size_t wantedsize; // how much space was allocated
4601         unsigned char *data; // start of real data (16byte aligned)
4602 }
4603 r_framedata_mem_t;
4604
4605 static r_framedata_mem_t *r_framedata_mem;
4606
4607 void R_FrameData_Reset(void)
4608 {
4609         while (r_framedata_mem)
4610         {
4611                 r_framedata_mem_t *next = r_framedata_mem->purge;
4612                 Mem_Free(r_framedata_mem);
4613                 r_framedata_mem = next;
4614         }
4615 }
4616
4617 static void R_FrameData_Resize(qboolean mustgrow)
4618 {
4619         size_t wantedsize;
4620         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4621         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4622         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4623         {
4624                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4625                 newmem->wantedsize = wantedsize;
4626                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4627                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4628                 newmem->current = 0;
4629                 newmem->mark = 0;
4630                 newmem->purge = r_framedata_mem;
4631                 r_framedata_mem = newmem;
4632         }
4633 }
4634
4635 void R_FrameData_NewFrame(void)
4636 {
4637         R_FrameData_Resize(false);
4638         if (!r_framedata_mem)
4639                 return;
4640         // if we ran out of space on the last frame, free the old memory now
4641         while (r_framedata_mem->purge)
4642         {
4643                 // repeatedly remove the second item in the list, leaving only head
4644                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4645                 Mem_Free(r_framedata_mem->purge);
4646                 r_framedata_mem->purge = next;
4647         }
4648         // reset the current mem pointer
4649         r_framedata_mem->current = 0;
4650         r_framedata_mem->mark = 0;
4651 }
4652
4653 void *R_FrameData_Alloc(size_t size)
4654 {
4655         void *data;
4656         float newvalue;
4657
4658         // align to 16 byte boundary - the data pointer is already aligned, so we
4659         // only need to ensure the size of every allocation is also aligned
4660         size = (size + 15) & ~15;
4661
4662         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4663         {
4664                 // emergency - we ran out of space, allocate more memory
4665                 newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
4666                 // this might not be a growing it, but we'll allocate another buffer every time
4667                 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4668                 R_FrameData_Resize(true);
4669         }
4670
4671         data = r_framedata_mem->data + r_framedata_mem->current;
4672         r_framedata_mem->current += size;
4673
4674         // count the usage for stats
4675         r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4676         r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4677
4678         return (void *)data;
4679 }
4680
4681 void *R_FrameData_Store(size_t size, void *data)
4682 {
4683         void *d = R_FrameData_Alloc(size);
4684         if (d && data)
4685                 memcpy(d, data, size);
4686         return d;
4687 }
4688
4689 void R_FrameData_SetMark(void)
4690 {
4691         if (!r_framedata_mem)
4692                 return;
4693         r_framedata_mem->mark = r_framedata_mem->current;
4694 }
4695
4696 void R_FrameData_ReturnToMark(void)
4697 {
4698         if (!r_framedata_mem)
4699                 return;
4700         r_framedata_mem->current = r_framedata_mem->mark;
4701 }
4702
4703 //==================================================================================
4704
4705 // avoid reusing the same buffer objects on consecutive frames
4706 #define R_BUFFERDATA_CYCLE 3
4707
4708 typedef struct r_bufferdata_buffer_s
4709 {
4710         struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4711         size_t size; // how much usable space
4712         size_t current; // how much space in use
4713         r_meshbuffer_t *buffer; // the buffer itself
4714 }
4715 r_bufferdata_buffer_t;
4716
4717 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4718 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4719
4720 /// frees all dynamic buffers
4721 void R_BufferData_Reset(void)
4722 {
4723         int cycle, type;
4724         r_bufferdata_buffer_t **p, *mem;
4725         for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4726         {
4727                 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4728                 {
4729                         // free all buffers
4730                         p = &r_bufferdata_buffer[cycle][type];
4731                         while (*p)
4732                         {
4733                                 mem = *p;
4734                                 *p = (*p)->purge;
4735                                 if (mem->buffer)
4736                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
4737                                 Mem_Free(mem);
4738                         }
4739                 }
4740         }
4741 }
4742
4743 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4744 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4745 {
4746         r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4747         size_t size;
4748         float newvalue = r_buffermegs[type].value;
4749
4750         // increase the cvar if we have to (but only if we already have a mem)
4751         if (mustgrow && mem)
4752                 newvalue *= 2.0f;
4753         newvalue = bound(0.25f, newvalue, 256.0f);
4754         while (newvalue * 1024*1024 < minsize)
4755                 newvalue *= 2.0f;
4756
4757         // clamp the cvar to valid range
4758         newvalue = bound(0.25f, newvalue, 256.0f);
4759         if (r_buffermegs[type].value != newvalue)
4760                 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4761
4762         // calculate size in bytes
4763         size = (size_t)(newvalue * 1024*1024);
4764         size = bound(131072, size, 256*1024*1024);
4765
4766         // allocate a new buffer if the size is different (purge old one later)
4767         // or if we were told we must grow the buffer
4768         if (!mem || mem->size != size || mustgrow)
4769         {
4770                 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4771                 mem->size = size;
4772                 mem->current = 0;
4773                 if (type == R_BUFFERDATA_VERTEX)
4774                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4775                 else if (type == R_BUFFERDATA_INDEX16)
4776                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4777                 else if (type == R_BUFFERDATA_INDEX32)
4778                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4779                 else if (type == R_BUFFERDATA_UNIFORM)
4780                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4781                 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4782                 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4783         }
4784 }
4785
4786 void R_BufferData_NewFrame(void)
4787 {
4788         int type;
4789         r_bufferdata_buffer_t **p, *mem;
4790         // cycle to the next frame's buffers
4791         r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4792         // if we ran out of space on the last time we used these buffers, free the old memory now
4793         for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4794         {
4795                 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4796                 {
4797                         R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4798                         // free all but the head buffer, this is how we recycle obsolete
4799                         // buffers after they are no longer in use
4800                         p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4801                         while (*p)
4802                         {
4803                                 mem = *p;
4804                                 *p = (*p)->purge;
4805                                 if (mem->buffer)
4806                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
4807                                 Mem_Free(mem);
4808                         }
4809                         // reset the current offset
4810                         r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4811                 }
4812         }
4813 }
4814
4815 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4816 {
4817         r_bufferdata_buffer_t *mem;
4818         int offset = 0;
4819         int padsize;
4820
4821         *returnbufferoffset = 0;
4822
4823         // align size to a byte boundary appropriate for the buffer type, this
4824         // makes all allocations have aligned start offsets
4825         if (type == R_BUFFERDATA_UNIFORM)
4826                 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4827         else
4828                 padsize = (datasize + 15) & ~15;
4829
4830         // if we ran out of space in this buffer we must allocate a new one
4831         if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4832                 R_BufferData_Resize(type, true, padsize);
4833
4834         // if the resize did not give us enough memory, fail
4835         if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4836                 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4837
4838         mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4839         offset = (int)mem->current;
4840         mem->current += padsize;
4841
4842         // upload the data to the buffer at the chosen offset
4843         if (offset == 0)
4844                 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4845         R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4846
4847         // count the usage for stats
4848         r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4849         r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4850
4851         // return the buffer offset
4852         *returnbufferoffset = offset;
4853
4854         return mem->buffer;
4855 }
4856
4857 //==================================================================================
4858
4859 // LordHavoc: animcache originally written by Echon, rewritten since then
4860
4861 /**
4862  * Animation cache prevents re-generating mesh data for an animated model
4863  * multiple times in one frame for lighting, shadowing, reflections, etc.
4864  */
4865
4866 void R_AnimCache_Free(void)
4867 {
4868 }
4869
4870 void R_AnimCache_ClearCache(void)
4871 {
4872         int i;
4873         entity_render_t *ent;
4874
4875         for (i = 0;i < r_refdef.scene.numentities;i++)
4876         {
4877                 ent = r_refdef.scene.entities[i];
4878                 ent->animcache_vertex3f = NULL;
4879                 ent->animcache_vertex3f_vertexbuffer = NULL;
4880                 ent->animcache_vertex3f_bufferoffset = 0;
4881                 ent->animcache_normal3f = NULL;
4882                 ent->animcache_normal3f_vertexbuffer = NULL;
4883                 ent->animcache_normal3f_bufferoffset = 0;
4884                 ent->animcache_svector3f = NULL;
4885                 ent->animcache_svector3f_vertexbuffer = NULL;
4886                 ent->animcache_svector3f_bufferoffset = 0;
4887                 ent->animcache_tvector3f = NULL;
4888                 ent->animcache_tvector3f_vertexbuffer = NULL;
4889                 ent->animcache_tvector3f_bufferoffset = 0;
4890                 ent->animcache_vertexmesh = NULL;
4891                 ent->animcache_vertexmesh_vertexbuffer = NULL;
4892                 ent->animcache_vertexmesh_bufferoffset = 0;
4893                 ent->animcache_skeletaltransform3x4 = NULL;
4894                 ent->animcache_skeletaltransform3x4buffer = NULL;
4895                 ent->animcache_skeletaltransform3x4offset = 0;
4896                 ent->animcache_skeletaltransform3x4size = 0;
4897         }
4898 }
4899
4900 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4901 {
4902         int i;
4903
4904         // check if we need the meshbuffers
4905         if (!vid.useinterleavedarrays)
4906                 return;
4907
4908         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4909                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4910         // TODO: upload vertexbuffer?
4911         if (ent->animcache_vertexmesh)
4912         {
4913                 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4914                 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4915                 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4916                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4917                 for (i = 0;i < numvertices;i++)
4918                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4919                 if (ent->animcache_svector3f)
4920                         for (i = 0;i < numvertices;i++)
4921                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4922                 if (ent->animcache_tvector3f)
4923                         for (i = 0;i < numvertices;i++)
4924                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4925                 if (ent->animcache_normal3f)
4926                         for (i = 0;i < numvertices;i++)
4927                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4928         }
4929 }
4930
4931 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4932 {
4933         dp_model_t *model = ent->model;
4934         int numvertices;
4935
4936         // see if this ent is worth caching
4937         if (!model || !model->Draw || !model->AnimateVertices)
4938                 return false;
4939         // nothing to cache if it contains no animations and has no skeleton
4940         if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4941                 return false;
4942         // see if it is already cached for gpuskeletal
4943         if (ent->animcache_skeletaltransform3x4)
4944                 return false;
4945         // see if it is already cached as a mesh
4946         if (ent->animcache_vertex3f)
4947         {
4948                 // check if we need to add normals or tangents
4949                 if (ent->animcache_normal3f)
4950                         wantnormals = false;
4951                 if (ent->animcache_svector3f)
4952                         wanttangents = false;
4953                 if (!wantnormals && !wanttangents)
4954                         return false;
4955         }
4956
4957         // check which kind of cache we need to generate
4958         if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4959         {
4960                 // cache the skeleton so the vertex shader can use it
4961                 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4962                 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4963                 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4964                 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4965                 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); 
4966                 // note: this can fail if the buffer is at the grow limit
4967                 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4968                 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4969         }
4970         else if (ent->animcache_vertex3f)
4971         {
4972                 // mesh was already cached but we may need to add normals/tangents
4973                 // (this only happens with multiple views, reflections, cameras, etc)
4974                 if (wantnormals || wanttangents)
4975                 {
4976                         numvertices = model->surfmesh.num_vertices;
4977                         if (wantnormals)
4978                                 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4979                         if (wanttangents)
4980                         {
4981                                 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4982                                 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4983                         }
4984                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4985                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4986                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
4987                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4988                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4989                 }
4990         }
4991         else
4992         {
4993                 // generate mesh cache
4994                 numvertices = model->surfmesh.num_vertices;
4995                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4996                 if (wantnormals)
4997                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4998                 if (wanttangents)
4999                 {
5000                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5001                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5002                 }
5003                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
5004                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5005                 if (wantnormals || wanttangents)
5006                 {
5007                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
5008                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5009                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5010                 }
5011                 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5012                 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5013                 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5014         }
5015         return true;
5016 }
5017
5018 void R_AnimCache_CacheVisibleEntities(void)
5019 {
5020         int i;
5021         qboolean wantnormals = true;
5022         qboolean wanttangents = !r_showsurfaces.integer;
5023
5024         switch(vid.renderpath)
5025         {
5026         case RENDERPATH_GL20:
5027         case RENDERPATH_D3D9:
5028         case RENDERPATH_D3D10:
5029         case RENDERPATH_D3D11:
5030         case RENDERPATH_GLES2:
5031                 break;
5032         case RENDERPATH_GL11:
5033         case RENDERPATH_GL13:
5034         case RENDERPATH_GLES1:
5035                 wanttangents = false;
5036                 break;
5037         case RENDERPATH_SOFT:
5038                 break;
5039         }
5040
5041         if (r_shownormals.integer)
5042                 wanttangents = wantnormals = true;
5043
5044         // TODO: thread this
5045         // NOTE: R_PrepareRTLights() also caches entities
5046
5047         for (i = 0;i < r_refdef.scene.numentities;i++)
5048                 if (r_refdef.viewcache.entityvisible[i])
5049                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5050 }
5051
5052 //==================================================================================
5053
5054 extern cvar_t r_overheadsprites_pushback;
5055
5056 static void R_View_UpdateEntityLighting (void)
5057 {
5058         int i;
5059         entity_render_t *ent;
5060         vec3_t tempdiffusenormal, avg;
5061         vec_t f, fa, fd, fdd;
5062         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5063
5064         for (i = 0;i < r_refdef.scene.numentities;i++)
5065         {
5066                 ent = r_refdef.scene.entities[i];
5067
5068                 // skip unseen models
5069                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5070                         continue;
5071
5072                 // skip bsp models
5073                 if (ent->model && ent->model == cl.worldmodel)
5074                 {
5075                         // TODO: use modellight for r_ambient settings on world?
5076                         VectorSet(ent->modellight_ambient, 0, 0, 0);
5077                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
5078                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
5079                         continue;
5080                 }
5081                 
5082                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5083                 {
5084                         // aleady updated by CSQC
5085                         // TODO: force modellight on BSP models in this case?
5086                         VectorCopy(ent->modellight_lightdir, tempdiffusenormal); 
5087                 }
5088                 else
5089                 {
5090                         // fetch the lighting from the worldmodel data
5091                         VectorClear(ent->modellight_ambient);
5092                         VectorClear(ent->modellight_diffuse);
5093                         VectorClear(tempdiffusenormal);
5094                         if (ent->flags & RENDER_LIGHT)
5095                         {
5096                                 vec3_t org;
5097                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5098
5099                                 // complete lightning for lit sprites
5100                                 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5101                                 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5102                                 {
5103                                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5104                                                 org[2] = org[2] + r_overheadsprites_pushback.value;
5105                                         R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5106                                 }
5107                                 else
5108                                         R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5109
5110                                 if(ent->flags & RENDER_EQUALIZE)
5111                                 {
5112                                         // first fix up ambient lighting...
5113                                         if(r_equalize_entities_minambient.value > 0)
5114                                         {
5115                                                 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5116                                                 if(fd > 0)
5117                                                 {
5118                                                         fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5119                                                         if(fa < r_equalize_entities_minambient.value * fd)
5120                                                         {
5121                                                                 // solve:
5122                                                                 //   fa'/fd' = minambient
5123                                                                 //   fa'+0.25*fd' = fa+0.25*fd
5124                                                                 //   ...
5125                                                                 //   fa' = fd' * minambient
5126                                                                 //   fd'*(0.25+minambient) = fa+0.25*fd
5127                                                                 //   ...
5128                                                                 //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5129                                                                 //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5130                                                                 //   ...
5131                                                                 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5132                                                                 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
5133                                                                 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5134                                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5135                                                         }
5136                                                 }
5137                                         }
5138
5139                                         if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5140                                         {
5141                                                 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5142                                                 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5143                                                 f = fa + 0.25 * fd;
5144                                                 if(f > 0)
5145                                                 {
5146                                                         // adjust brightness and saturation to target
5147                                                         avg[0] = avg[1] = avg[2] = fa / f;
5148                                                         VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5149                                                         avg[0] = avg[1] = avg[2] = fd / f;
5150                                                         VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5151                                                 }
5152                                         }
5153                                 }
5154                         }
5155                         else // highly rare
5156                                 VectorSet(ent->modellight_ambient, 1, 1, 1);
5157                 }
5158
5159                 // move the light direction into modelspace coordinates for lighting code
5160                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5161                 if(VectorLength2(ent->modellight_lightdir) == 0)
5162                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5163                 VectorNormalize(ent->modellight_lightdir);
5164         }
5165 }
5166
5167 #define MAX_LINEOFSIGHTTRACES 64
5168
5169 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5170 {
5171         int i;
5172         vec3_t boxmins, boxmaxs;
5173         vec3_t start;
5174         vec3_t end;
5175         dp_model_t *model = r_refdef.scene.worldmodel;
5176
5177         if (!model || !model->brush.TraceLineOfSight)
5178                 return true;
5179
5180         // expand the box a little
5181         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
5182         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
5183         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
5184         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
5185         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5186         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5187
5188         // return true if eye is inside enlarged box
5189         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5190                 return true;
5191
5192         // try center
5193         VectorCopy(eye, start);
5194         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5195         if (model->brush.TraceLineOfSight(model, start, end))
5196                 return true;
5197
5198         // try various random positions
5199         for (i = 0;i < numsamples;i++)
5200         {
5201                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5202                 if (model->brush.TraceLineOfSight(model, start, end))
5203                         return true;
5204         }
5205
5206         return false;
5207 }
5208
5209
5210 static void R_View_UpdateEntityVisible (void)
5211 {
5212         int i;
5213         int renderimask;
5214         int samples;
5215         entity_render_t *ent;
5216
5217         if (r_refdef.envmap || r_fb.water.hideplayer)
5218                 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
5219         else if (chase_active.integer || r_fb.water.renderingscene)
5220                 renderimask = RENDER_VIEWMODEL;
5221         else
5222                 renderimask = RENDER_EXTERIORMODEL;
5223         if (!r_drawviewmodel.integer)
5224                 renderimask |= RENDER_VIEWMODEL;
5225         if (!r_drawexteriormodel.integer)
5226                 renderimask |= RENDER_EXTERIORMODEL;
5227         memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5228         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5229         {
5230                 // worldmodel can check visibility
5231                 for (i = 0;i < r_refdef.scene.numentities;i++)
5232                 {
5233                         ent = r_refdef.scene.entities[i];
5234                         if (!(ent->flags & renderimask))
5235                         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)))
5236                         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))
5237                                 r_refdef.viewcache.entityvisible[i] = true;
5238                 }
5239         }
5240         else
5241         {
5242                 // no worldmodel or it can't check visibility
5243                 for (i = 0;i < r_refdef.scene.numentities;i++)
5244                 {
5245                         ent = r_refdef.scene.entities[i];
5246                         if (!(ent->flags & renderimask))
5247                         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)))
5248                                 r_refdef.viewcache.entityvisible[i] = true;
5249                 }
5250         }
5251         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5252                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5253         {
5254                 for (i = 0;i < r_refdef.scene.numentities;i++)
5255                 {
5256                         if (!r_refdef.viewcache.entityvisible[i])
5257                                 continue;
5258                         ent = r_refdef.scene.entities[i];
5259                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5260                         {
5261                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5262                                 if (samples < 0)
5263                                         continue; // temp entities do pvs only
5264                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5265                                         ent->last_trace_visibility = realtime;
5266                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5267                                         r_refdef.viewcache.entityvisible[i] = 0;
5268                         }
5269                 }
5270         }
5271 }
5272
5273 /// only used if skyrendermasked, and normally returns false
5274 static int R_DrawBrushModelsSky (void)
5275 {
5276         int i, sky;
5277         entity_render_t *ent;
5278
5279         sky = false;
5280         for (i = 0;i < r_refdef.scene.numentities;i++)
5281         {
5282                 if (!r_refdef.viewcache.entityvisible[i])
5283                         continue;
5284                 ent = r_refdef.scene.entities[i];
5285                 if (!ent->model || !ent->model->DrawSky)
5286                         continue;
5287                 ent->model->DrawSky(ent);
5288                 sky = true;
5289         }
5290         return sky;
5291 }
5292
5293 static void R_DrawNoModel(entity_render_t *ent);
5294 static void R_DrawModels(void)
5295 {
5296         int i;
5297         entity_render_t *ent;
5298
5299         for (i = 0;i < r_refdef.scene.numentities;i++)
5300         {
5301                 if (!r_refdef.viewcache.entityvisible[i])
5302                         continue;
5303                 ent = r_refdef.scene.entities[i];
5304                 r_refdef.stats[r_stat_entities]++;
5305                 /*
5306                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5307                 {
5308                         vec3_t f, l, u, o;
5309                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5310                         Con_Printf("R_DrawModels\n");
5311                         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]);
5312                         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);
5313                         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);
5314                 }
5315                 */
5316                 if (ent->model && ent->model->Draw != NULL)
5317                         ent->model->Draw(ent);
5318                 else
5319                         R_DrawNoModel(ent);
5320         }
5321 }
5322
5323 static void R_DrawModelsDepth(void)
5324 {
5325         int i;
5326         entity_render_t *ent;
5327
5328         for (i = 0;i < r_refdef.scene.numentities;i++)
5329         {
5330                 if (!r_refdef.viewcache.entityvisible[i])
5331                         continue;
5332                 ent = r_refdef.scene.entities[i];
5333                 if (ent->model && ent->model->DrawDepth != NULL)
5334                         ent->model->DrawDepth(ent);
5335         }
5336 }
5337
5338 static void R_DrawModelsDebug(void)
5339 {
5340         int i;
5341         entity_render_t *ent;
5342
5343         for (i = 0;i < r_refdef.scene.numentities;i++)
5344         {
5345                 if (!r_refdef.viewcache.entityvisible[i])
5346                         continue;
5347                 ent = r_refdef.scene.entities[i];
5348                 if (ent->model && ent->model->DrawDebug != NULL)
5349                         ent->model->DrawDebug(ent);
5350         }
5351 }
5352
5353 static void R_DrawModelsAddWaterPlanes(void)
5354 {
5355         int i;
5356         entity_render_t *ent;
5357
5358         for (i = 0;i < r_refdef.scene.numentities;i++)
5359         {
5360                 if (!r_refdef.viewcache.entityvisible[i])
5361                         continue;
5362                 ent = r_refdef.scene.entities[i];
5363                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5364                         ent->model->DrawAddWaterPlanes(ent);
5365         }
5366 }
5367
5368 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}};
5369
5370 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5371 {
5372         if (r_hdr_irisadaptation.integer)
5373         {
5374                 vec3_t p;
5375                 vec3_t ambient;
5376                 vec3_t diffuse;
5377                 vec3_t diffusenormal;
5378                 vec3_t forward;
5379                 vec_t brightness = 0.0f;
5380                 vec_t goal;
5381                 vec_t current;
5382                 vec_t d;
5383                 int c;
5384                 VectorCopy(r_refdef.view.forward, forward);
5385                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5386                 {
5387                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5388                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5389                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5390                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5391                         d = DotProduct(forward, diffusenormal);
5392                         brightness += VectorLength(ambient);
5393                         if (d > 0)
5394                                 brightness += d * VectorLength(diffuse);
5395                 }
5396                 brightness *= 1.0f / c;
5397                 brightness += 0.00001f; // make sure it's never zero
5398                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5399                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5400                 current = r_hdr_irisadaptation_value.value;
5401                 if (current < goal)
5402                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5403                 else if (current > goal)
5404                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5405                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5406                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5407         }
5408         else if (r_hdr_irisadaptation_value.value != 1.0f)
5409                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5410 }
5411
5412 static void R_View_SetFrustum(const int *scissor)
5413 {
5414         int i;
5415         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5416         vec3_t forward, left, up, origin, v;
5417
5418         if(scissor)
5419         {
5420                 // flipped x coordinates (because x points left here)
5421                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5422                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5423
5424                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5425                 switch(vid.renderpath)
5426                 {
5427                         case RENDERPATH_D3D9:
5428                         case RENDERPATH_D3D10:
5429                         case RENDERPATH_D3D11:
5430                                 // non-flipped y coordinates
5431                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5432                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5433                                 break;
5434                         case RENDERPATH_SOFT:
5435                         case RENDERPATH_GL11:
5436                         case RENDERPATH_GL13:
5437                         case RENDERPATH_GL20:
5438                         case RENDERPATH_GLES1:
5439                         case RENDERPATH_GLES2:
5440                                 // non-flipped y coordinates
5441                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5442                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5443                                 break;
5444                 }
5445         }
5446
5447         // we can't trust r_refdef.view.forward and friends in reflected scenes
5448         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5449
5450 #if 0
5451         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5452         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5453         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5454         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5455         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5456         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5457         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5458         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5459         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5460         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5461         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5462         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5463 #endif
5464
5465 #if 0
5466         zNear = r_refdef.nearclip;
5467         nudge = 1.0 - 1.0 / (1<<23);
5468         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5469         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5470         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5471         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5472         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5473         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5474         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5475         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5476 #endif
5477
5478
5479
5480 #if 0
5481         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5482         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5483         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5484         r_refdef.view.frustum[0].dist = m[15] - m[12];
5485
5486         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5487         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5488         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5489         r_refdef.view.frustum[1].dist = m[15] + m[12];
5490
5491         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5492         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5493         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5494         r_refdef.view.frustum[2].dist = m[15] - m[13];
5495
5496         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5497         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5498         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5499         r_refdef.view.frustum[3].dist = m[15] + m[13];
5500
5501         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5502         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5503         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5504         r_refdef.view.frustum[4].dist = m[15] - m[14];
5505
5506         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5507         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5508         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5509         r_refdef.view.frustum[5].dist = m[15] + m[14];
5510 #endif
5511
5512         if (r_refdef.view.useperspective)
5513         {
5514                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5515                 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]);
5516                 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]);
5517                 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]);
5518                 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]);
5519
5520                 // then the normals from the corners relative to origin
5521                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5522                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5523                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5524                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5525
5526                 // in a NORMAL view, forward cross left == up
5527                 // in a REFLECTED view, forward cross left == down
5528                 // so our cross products above need to be adjusted for a left handed coordinate system
5529                 CrossProduct(forward, left, v);
5530                 if(DotProduct(v, up) < 0)
5531                 {
5532                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5533                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5534                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5535                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5536                 }
5537
5538                 // Leaving those out was a mistake, those were in the old code, and they
5539                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5540                 // I couldn't reproduce it after adding those normalizations. --blub
5541                 VectorNormalize(r_refdef.view.frustum[0].normal);
5542                 VectorNormalize(r_refdef.view.frustum[1].normal);
5543                 VectorNormalize(r_refdef.view.frustum[2].normal);
5544                 VectorNormalize(r_refdef.view.frustum[3].normal);
5545
5546                 // make the corners absolute
5547                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5548                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5549                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5550                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5551
5552                 // one more normal
5553                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5554
5555                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5556                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5557                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5558                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5559                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5560         }
5561         else
5562         {
5563                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5564                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5565                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5566                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5567                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5568                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5569                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5570                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5571                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5572                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5573         }
5574         r_refdef.view.numfrustumplanes = 5;
5575
5576         if (r_refdef.view.useclipplane)
5577         {
5578                 r_refdef.view.numfrustumplanes = 6;
5579                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5580         }
5581
5582         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5583                 PlaneClassify(r_refdef.view.frustum + i);
5584
5585         // LordHavoc: note to all quake engine coders, Quake had a special case
5586         // for 90 degrees which assumed a square view (wrong), so I removed it,
5587         // Quake2 has it disabled as well.
5588
5589         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5590         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5591         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5592         //PlaneClassify(&frustum[0]);
5593
5594         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5595         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5596         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5597         //PlaneClassify(&frustum[1]);
5598
5599         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5600         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5601         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5602         //PlaneClassify(&frustum[2]);
5603
5604         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5605         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5606         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5607         //PlaneClassify(&frustum[3]);
5608
5609         // nearclip plane
5610         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5611         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5612         //PlaneClassify(&frustum[4]);
5613 }
5614
5615 static void R_View_UpdateWithScissor(const int *myscissor)
5616 {
5617         R_Main_ResizeViewCache();
5618         R_View_SetFrustum(myscissor);
5619         R_View_WorldVisibility(r_refdef.view.useclipplane);
5620         R_View_UpdateEntityVisible();
5621         R_View_UpdateEntityLighting();
5622 }
5623
5624 static void R_View_Update(void)
5625 {
5626         R_Main_ResizeViewCache();
5627         R_View_SetFrustum(NULL);
5628         R_View_WorldVisibility(r_refdef.view.useclipplane);
5629         R_View_UpdateEntityVisible();
5630         R_View_UpdateEntityLighting();
5631 }
5632
5633 float viewscalefpsadjusted = 1.0f;
5634
5635 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5636 {
5637         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5638         scale = bound(0.03125f, scale, 1.0f);
5639         *outwidth = (int)ceil(width * scale);
5640         *outheight = (int)ceil(height * scale);
5641 }
5642
5643 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5644 {
5645         const float *customclipplane = NULL;
5646         float plane[4];
5647         int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5648         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5649         {
5650                 // LordHavoc: couldn't figure out how to make this approach the
5651                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5652                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5653                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5654                         dist = r_refdef.view.clipplane.dist;
5655                 plane[0] = r_refdef.view.clipplane.normal[0];
5656                 plane[1] = r_refdef.view.clipplane.normal[1];
5657                 plane[2] = r_refdef.view.clipplane.normal[2];
5658                 plane[3] = -dist;
5659                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5660         }
5661
5662         //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5663         rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5664
5665         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5666         if (!r_refdef.view.useperspective)
5667                 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);
5668         else if (vid.stencil && r_useinfinitefarclip.integer)
5669                 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);
5670         else
5671                 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);
5672         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5673         R_SetViewport(&r_refdef.view.viewport);
5674         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5675         {
5676                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5677                 float screenplane[4];
5678                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5679                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5680                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5681                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5682                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5683         }
5684 }
5685
5686 void R_EntityMatrix(const matrix4x4_t *matrix)
5687 {
5688         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5689         {
5690                 gl_modelmatrixchanged = false;
5691                 gl_modelmatrix = *matrix;
5692                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5693                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5694                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5695                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5696                 CHECKGLERROR
5697                 switch(vid.renderpath)
5698                 {
5699                 case RENDERPATH_D3D9:
5700 #ifdef SUPPORTD3D
5701                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5702                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5703 #endif
5704                         break;
5705                 case RENDERPATH_D3D10:
5706                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5707                         break;
5708                 case RENDERPATH_D3D11:
5709                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5710                         break;
5711                 case RENDERPATH_GL11:
5712                 case RENDERPATH_GL13:
5713                 case RENDERPATH_GLES1:
5714 #ifndef USE_GLES2
5715                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5716 #endif
5717                         break;
5718                 case RENDERPATH_SOFT:
5719                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5720                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5721                         break;
5722                 case RENDERPATH_GL20:
5723                 case RENDERPATH_GLES2:
5724                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5725                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5726                         break;
5727                 }
5728         }
5729 }
5730
5731 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5732 {
5733         r_viewport_t viewport;
5734
5735         CHECKGLERROR
5736
5737         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5738         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, x2, y2, -10, 100, NULL);
5739         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5740         R_SetViewport(&viewport);
5741         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5742         GL_Color(1, 1, 1, 1);
5743         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5744         GL_BlendFunc(GL_ONE, GL_ZERO);
5745         GL_ScissorTest(false);
5746         GL_DepthMask(false);
5747         GL_DepthRange(0, 1);
5748         GL_DepthTest(false);
5749         GL_DepthFunc(GL_LEQUAL);
5750         R_EntityMatrix(&identitymatrix);
5751         R_Mesh_ResetTextureState();
5752         GL_PolygonOffset(0, 0);
5753         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5754         switch(vid.renderpath)
5755         {
5756         case RENDERPATH_GL11:
5757         case RENDERPATH_GL13:
5758         case RENDERPATH_GL20:
5759         case RENDERPATH_GLES1:
5760         case RENDERPATH_GLES2:
5761                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5762                 break;
5763         case RENDERPATH_D3D9:
5764         case RENDERPATH_D3D10:
5765         case RENDERPATH_D3D11:
5766         case RENDERPATH_SOFT:
5767                 break;
5768         }
5769         GL_CullFace(GL_NONE);
5770
5771         CHECKGLERROR
5772 }
5773
5774 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5775 {
5776         DrawQ_Finish();
5777
5778         R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5779 }
5780
5781 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5782 {
5783         DrawQ_Finish();
5784
5785         R_SetupView(true, fbo, depthtexture, colortexture);
5786         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5787         GL_Color(1, 1, 1, 1);
5788         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5789         GL_BlendFunc(GL_ONE, GL_ZERO);
5790         GL_ScissorTest(true);
5791         GL_DepthMask(true);
5792         GL_DepthRange(0, 1);
5793         GL_DepthTest(true);
5794         GL_DepthFunc(GL_LEQUAL);
5795         R_EntityMatrix(&identitymatrix);
5796         R_Mesh_ResetTextureState();
5797         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5798         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5799         switch(vid.renderpath)
5800         {
5801         case RENDERPATH_GL11:
5802         case RENDERPATH_GL13:
5803         case RENDERPATH_GL20:
5804         case RENDERPATH_GLES1:
5805         case RENDERPATH_GLES2:
5806                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5807                 break;
5808         case RENDERPATH_D3D9:
5809         case RENDERPATH_D3D10:
5810         case RENDERPATH_D3D11:
5811         case RENDERPATH_SOFT:
5812                 break;
5813         }
5814         GL_CullFace(r_refdef.view.cullface_back);
5815 }
5816
5817 /*
5818 ================
5819 R_RenderView_UpdateViewVectors
5820 ================
5821 */
5822 void R_RenderView_UpdateViewVectors(void)
5823 {
5824         // break apart the view matrix into vectors for various purposes
5825         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5826         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5827         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5828         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5829         // make an inverted copy of the view matrix for tracking sprites
5830         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5831 }
5832
5833 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5834 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5835
5836 static void R_Water_StartFrame(void)
5837 {
5838         int i;
5839         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5840         r_waterstate_waterplane_t *p;
5841         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5842
5843         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5844                 return;
5845
5846         switch(vid.renderpath)
5847         {
5848         case RENDERPATH_GL20:
5849         case RENDERPATH_D3D9:
5850         case RENDERPATH_D3D10:
5851         case RENDERPATH_D3D11:
5852         case RENDERPATH_SOFT:
5853         case RENDERPATH_GLES2:
5854                 break;
5855         case RENDERPATH_GL11:
5856         case RENDERPATH_GL13:
5857         case RENDERPATH_GLES1:
5858                 return;
5859         }
5860
5861         // set waterwidth and waterheight to the water resolution that will be
5862         // used (often less than the screen resolution for faster rendering)
5863         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5864
5865         // calculate desired texture sizes
5866         // can't use water if the card does not support the texture size
5867         if (!r_water.integer || r_showsurfaces.integer)
5868                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5869         else if (vid.support.arb_texture_non_power_of_two)
5870         {
5871                 texturewidth = waterwidth;
5872                 textureheight = waterheight;
5873                 camerawidth = waterwidth;
5874                 cameraheight = waterheight;
5875         }
5876         else
5877         {
5878                 for (texturewidth   = 1;texturewidth     <  waterwidth ;texturewidth   *= 2);
5879                 for (textureheight  = 1;textureheight    <  waterheight;textureheight  *= 2);
5880                 for (camerawidth    = 1;camerawidth  * 2 <= waterwidth ;camerawidth    *= 2);
5881                 for (cameraheight   = 1;cameraheight * 2 <= waterheight;cameraheight   *= 2);
5882         }
5883
5884         // allocate textures as needed
5885         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))
5886         {
5887                 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5888                 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5889                 {
5890                         if (p->texture_refraction)
5891                                 R_FreeTexture(p->texture_refraction);
5892                         p->texture_refraction = NULL;
5893                         if (p->fbo_refraction)
5894                                 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5895                         p->fbo_refraction = 0;
5896                         if (p->texture_reflection)
5897                                 R_FreeTexture(p->texture_reflection);
5898                         p->texture_reflection = NULL;
5899                         if (p->fbo_reflection)
5900                                 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5901                         p->fbo_reflection = 0;
5902                         if (p->texture_camera)
5903                                 R_FreeTexture(p->texture_camera);
5904                         p->texture_camera = NULL;
5905                         if (p->fbo_camera)
5906                                 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5907                         p->fbo_camera = 0;
5908                 }
5909                 memset(&r_fb.water, 0, sizeof(r_fb.water));
5910                 r_fb.water.texturewidth = texturewidth;
5911                 r_fb.water.textureheight = textureheight;
5912                 r_fb.water.camerawidth = camerawidth;
5913                 r_fb.water.cameraheight = cameraheight;
5914         }
5915
5916         if (r_fb.water.texturewidth)
5917         {
5918                 int scaledwidth, scaledheight;
5919
5920                 r_fb.water.enabled = true;
5921
5922                 // water resolution is usually reduced
5923                 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5924                 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5925                 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5926
5927                 // set up variables that will be used in shader setup
5928                 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5929                 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5930                 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5931                 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5932         }
5933
5934         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5935         r_fb.water.numwaterplanes = 0;
5936 }
5937
5938 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5939 {
5940         int planeindex, bestplaneindex, vertexindex;
5941         vec3_t mins, maxs, normal, center, v, n;
5942         vec_t planescore, bestplanescore;
5943         mplane_t plane;
5944         r_waterstate_waterplane_t *p;
5945         texture_t *t = R_GetCurrentTexture(surface->texture);
5946
5947         rsurface.texture = t;
5948         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5949         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5950         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5951                 return;
5952         // average the vertex normals, find the surface bounds (after deformvertexes)
5953         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5954         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5955         VectorCopy(n, normal);
5956         VectorCopy(v, mins);
5957         VectorCopy(v, maxs);
5958         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5959         {
5960                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5961                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5962                 VectorAdd(normal, n, normal);
5963                 mins[0] = min(mins[0], v[0]);
5964                 mins[1] = min(mins[1], v[1]);
5965                 mins[2] = min(mins[2], v[2]);
5966                 maxs[0] = max(maxs[0], v[0]);
5967                 maxs[1] = max(maxs[1], v[1]);
5968                 maxs[2] = max(maxs[2], v[2]);
5969         }
5970         VectorNormalize(normal);
5971         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5972
5973         VectorCopy(normal, plane.normal);
5974         VectorNormalize(plane.normal);
5975         plane.dist = DotProduct(center, plane.normal);
5976         PlaneClassify(&plane);
5977         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5978         {
5979                 // skip backfaces (except if nocullface is set)
5980 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5981 //                      return;
5982                 VectorNegate(plane.normal, plane.normal);
5983                 plane.dist *= -1;
5984                 PlaneClassify(&plane);
5985         }
5986
5987
5988         // find a matching plane if there is one
5989         bestplaneindex = -1;
5990         bestplanescore = 1048576.0f;
5991         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5992         {
5993                 if(p->camera_entity == t->camera_entity)
5994                 {
5995                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5996                         if (bestplaneindex < 0 || bestplanescore > planescore)
5997                         {
5998                                 bestplaneindex = planeindex;
5999                                 bestplanescore = planescore;
6000                         }
6001                 }
6002         }
6003         planeindex = bestplaneindex;
6004         p = r_fb.water.waterplanes + planeindex;
6005
6006         // if this surface does not fit any known plane rendered this frame, add one
6007         if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
6008         {
6009                 // store the new plane
6010                 planeindex = r_fb.water.numwaterplanes++;
6011                 p = r_fb.water.waterplanes + planeindex;
6012                 p->plane = plane;
6013                 // clear materialflags and pvs
6014                 p->materialflags = 0;
6015                 p->pvsvalid = false;
6016                 p->camera_entity = t->camera_entity;
6017                 VectorCopy(mins, p->mins);
6018                 VectorCopy(maxs, p->maxs);
6019         }
6020         else
6021         {
6022                 // merge mins/maxs when we're adding this surface to the plane
6023                 p->mins[0] = min(p->mins[0], mins[0]);
6024                 p->mins[1] = min(p->mins[1], mins[1]);
6025                 p->mins[2] = min(p->mins[2], mins[2]);
6026                 p->maxs[0] = max(p->maxs[0], maxs[0]);
6027                 p->maxs[1] = max(p->maxs[1], maxs[1]);
6028                 p->maxs[2] = max(p->maxs[2], maxs[2]);
6029         }
6030         // merge this surface's materialflags into the waterplane
6031         p->materialflags |= t->currentmaterialflags;
6032         if(!(p->materialflags & MATERIALFLAG_CAMERA))
6033         {
6034                 // merge this surface's PVS into the waterplane
6035                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6036                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6037                 {
6038                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6039                         p->pvsvalid = true;
6040                 }
6041         }
6042 }
6043
6044 extern cvar_t r_drawparticles;
6045 extern cvar_t r_drawdecals;
6046
6047 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6048 {
6049         int myscissor[4];
6050         r_refdef_view_t originalview;
6051         r_refdef_view_t myview;
6052         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;
6053         r_waterstate_waterplane_t *p;
6054         vec3_t visorigin;
6055         qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6056         char vabuf[1024];
6057
6058         originalview = r_refdef.view;
6059
6060         // lowquality hack, temporarily shut down some cvars and restore afterwards
6061         qualityreduction = r_water_lowquality.integer;
6062         if (qualityreduction > 0)
6063         {
6064                 if (qualityreduction >= 1)
6065                 {
6066                         old_r_shadows = r_shadows.integer;
6067                         old_r_worldrtlight = r_shadow_realtime_world.integer;
6068                         old_r_dlight = r_shadow_realtime_dlight.integer;
6069                         Cvar_SetValueQuick(&r_shadows, 0);
6070                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6071                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6072                 }
6073                 if (qualityreduction >= 2)
6074                 {
6075                         old_r_dynamic = r_dynamic.integer;
6076                         old_r_particles = r_drawparticles.integer;
6077                         old_r_decals = r_drawdecals.integer;
6078                         Cvar_SetValueQuick(&r_dynamic, 0);
6079                         Cvar_SetValueQuick(&r_drawparticles, 0);
6080                         Cvar_SetValueQuick(&r_drawdecals, 0);
6081                 }
6082         }
6083
6084         // make sure enough textures are allocated
6085         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6086         {
6087                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6088                 {
6089                         if (!p->texture_refraction)
6090                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6091                         if (!p->texture_refraction)
6092                                 goto error;
6093                         if (usewaterfbo)
6094                         {
6095                                 if (r_fb.water.depthtexture == NULL)
6096                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6097                                 if (p->fbo_refraction == 0)
6098                                         p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6099                         }
6100                 }
6101                 else if (p->materialflags & MATERIALFLAG_CAMERA)
6102                 {
6103                         if (!p->texture_camera)
6104                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
6105                         if (!p->texture_camera)
6106                                 goto error;
6107                         if (usewaterfbo)
6108                         {
6109                                 if (r_fb.water.depthtexture == NULL)
6110                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6111                                 if (p->fbo_camera == 0)
6112                                         p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6113                         }
6114                 }
6115
6116                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6117                 {
6118                         if (!p->texture_reflection)
6119                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6120                         if (!p->texture_reflection)
6121                                 goto error;
6122                         if (usewaterfbo)
6123                         {
6124                                 if (r_fb.water.depthtexture == NULL)
6125                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6126                                 if (p->fbo_reflection == 0)
6127                                         p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6128                         }
6129                 }
6130         }
6131
6132         // render views
6133         r_refdef.view = originalview;
6134         r_refdef.view.showdebug = false;
6135         r_refdef.view.width = r_fb.water.waterwidth;
6136         r_refdef.view.height = r_fb.water.waterheight;
6137         r_refdef.view.useclipplane = true;
6138         myview = r_refdef.view;
6139         r_fb.water.renderingscene = true;
6140         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6141         {
6142                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6143                 {
6144                         r_refdef.view = myview;
6145                         if(r_water_scissormode.integer)
6146                         {
6147                                 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6148                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6149                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6150                         }
6151
6152                         // render reflected scene and copy into texture
6153                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6154                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6155                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6156                         r_refdef.view.clipplane = p->plane;
6157                         // reverse the cullface settings for this render
6158                         r_refdef.view.cullface_front = GL_FRONT;
6159                         r_refdef.view.cullface_back = GL_BACK;
6160                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6161                         {
6162                                 r_refdef.view.usecustompvs = true;
6163                                 if (p->pvsvalid)
6164                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6165                                 else
6166                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6167                         }
6168
6169                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6170                         R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6171                         R_ClearScreen(r_refdef.fogenabled);
6172                         if(r_water_scissormode.integer & 2)
6173                                 R_View_UpdateWithScissor(myscissor);
6174                         else
6175                                 R_View_Update();
6176                         R_AnimCache_CacheVisibleEntities();
6177                         if(r_water_scissormode.integer & 1)
6178                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6179                         R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6180
6181                         if (!p->fbo_reflection)
6182                                 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);
6183                         r_fb.water.hideplayer = false;
6184                 }
6185
6186                 // render the normal view scene and copy into texture
6187                 // (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)
6188                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6189                 {
6190                         r_refdef.view = myview;
6191                         if(r_water_scissormode.integer)
6192                         {
6193                                 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6194                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6195                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6196                         }
6197
6198                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6199
6200                         r_refdef.view.clipplane = p->plane;
6201                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6202                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6203
6204                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6205                         {
6206                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6207                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6208                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6209                                 R_RenderView_UpdateViewVectors();
6210                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6211                                 {
6212                                         r_refdef.view.usecustompvs = true;
6213                                         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);
6214                                 }
6215                         }
6216
6217                         PlaneClassify(&r_refdef.view.clipplane);
6218
6219                         R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6220                         R_ClearScreen(r_refdef.fogenabled);
6221                         if(r_water_scissormode.integer & 2)
6222                                 R_View_UpdateWithScissor(myscissor);
6223                         else
6224                                 R_View_Update();
6225                         R_AnimCache_CacheVisibleEntities();
6226                         if(r_water_scissormode.integer & 1)
6227                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6228                         R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6229
6230                         if (!p->fbo_refraction)
6231                                 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);
6232                         r_fb.water.hideplayer = false;
6233                 }
6234                 else if (p->materialflags & MATERIALFLAG_CAMERA)
6235                 {
6236                         r_refdef.view = myview;
6237
6238                         r_refdef.view.clipplane = p->plane;
6239                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6240                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6241
6242                         r_refdef.view.width = r_fb.water.camerawidth;
6243                         r_refdef.view.height = r_fb.water.cameraheight;
6244                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6245                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6246                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6247                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6248
6249                         if(p->camera_entity)
6250                         {
6251                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6252                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6253                         }
6254
6255                         // note: all of the view is used for displaying... so
6256                         // there is no use in scissoring
6257
6258                         // reverse the cullface settings for this render
6259                         r_refdef.view.cullface_front = GL_FRONT;
6260                         r_refdef.view.cullface_back = GL_BACK;
6261                         // also reverse the view matrix
6262                         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
6263                         R_RenderView_UpdateViewVectors();
6264                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6265                         {
6266                                 r_refdef.view.usecustompvs = true;
6267                                 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);
6268                         }
6269                         
6270                         // camera needs no clipplane
6271                         r_refdef.view.useclipplane = false;
6272
6273                         PlaneClassify(&r_refdef.view.clipplane);
6274
6275                         r_fb.water.hideplayer = false;
6276
6277                         R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6278                         R_ClearScreen(r_refdef.fogenabled);
6279                         R_View_Update();
6280                         R_AnimCache_CacheVisibleEntities();
6281                         R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6282
6283                         if (!p->fbo_camera)
6284                                 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);
6285                         r_fb.water.hideplayer = false;
6286                 }
6287
6288         }
6289         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6290         r_fb.water.renderingscene = false;
6291         r_refdef.view = originalview;
6292         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6293         if (!r_fb.water.depthtexture)
6294                 R_ClearScreen(r_refdef.fogenabled);
6295         R_View_Update();
6296         R_AnimCache_CacheVisibleEntities();
6297         goto finish;
6298 error:
6299         r_refdef.view = originalview;
6300         r_fb.water.renderingscene = false;
6301         Cvar_SetValueQuick(&r_water, 0);
6302         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
6303 finish:
6304         // lowquality hack, restore cvars
6305         if (qualityreduction > 0)
6306         {
6307                 if (qualityreduction >= 1)
6308                 {
6309                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6310                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6311                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6312                 }
6313                 if (qualityreduction >= 2)
6314                 {
6315                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6316                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6317                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6318                 }
6319         }
6320 }
6321
6322 static void R_Bloom_StartFrame(void)
6323 {
6324         int i;
6325         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6326         int viewwidth, viewheight;
6327         qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6328         textype_t textype = TEXTYPE_COLORBUFFER;
6329
6330         switch (vid.renderpath)
6331         {
6332         case RENDERPATH_GL20:
6333                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6334                 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6335                 {
6336                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6337                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6338                 }
6339                 break;
6340         case RENDERPATH_GL11:
6341         case RENDERPATH_GL13:
6342         case RENDERPATH_GLES1:
6343         case RENDERPATH_GLES2:
6344         case RENDERPATH_D3D9:
6345         case RENDERPATH_D3D10:
6346         case RENDERPATH_D3D11:
6347                 r_fb.usedepthtextures = false;
6348                 break;
6349         case RENDERPATH_SOFT:
6350                 r_fb.usedepthtextures = true;
6351                 break;
6352         }
6353
6354         if (r_viewscale_fpsscaling.integer)
6355         {
6356                 double actualframetime;
6357                 double targetframetime;
6358                 double adjust;
6359                 actualframetime = r_refdef.lastdrawscreentime;
6360                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6361                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6362                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6363                 if (r_viewscale_fpsscaling_stepsize.value > 0)
6364                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6365                 viewscalefpsadjusted += adjust;
6366                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6367         }
6368         else
6369                 viewscalefpsadjusted = 1.0f;
6370
6371         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6372
6373         switch(vid.renderpath)
6374         {
6375         case RENDERPATH_GL20:
6376         case RENDERPATH_D3D9:
6377         case RENDERPATH_D3D10:
6378         case RENDERPATH_D3D11:
6379         case RENDERPATH_SOFT:
6380         case RENDERPATH_GLES2:
6381                 break;
6382         case RENDERPATH_GL11:
6383         case RENDERPATH_GL13:
6384         case RENDERPATH_GLES1:
6385                 return;
6386         }
6387
6388         // set bloomwidth and bloomheight to the bloom resolution that will be
6389         // used (often less than the screen resolution for faster rendering)
6390         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6391         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6392         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6393         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6394         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6395
6396         // calculate desired texture sizes
6397         if (vid.support.arb_texture_non_power_of_two)
6398         {
6399                 screentexturewidth = vid.width;
6400                 screentextureheight = vid.height;
6401                 bloomtexturewidth = r_fb.bloomwidth;
6402                 bloomtextureheight = r_fb.bloomheight;
6403         }
6404         else
6405         {
6406                 for (screentexturewidth  = 1;screentexturewidth  < vid.width       ;screentexturewidth  *= 2);
6407                 for (screentextureheight = 1;screentextureheight < vid.height      ;screentextureheight *= 2);
6408                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_fb.bloomwidth ;bloomtexturewidth   *= 2);
6409                 for (bloomtextureheight  = 1;bloomtextureheight  < r_fb.bloomheight;bloomtextureheight  *= 2);
6410         }
6411
6412         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))
6413         {
6414                 Cvar_SetValueQuick(&r_bloom, 0);
6415                 Cvar_SetValueQuick(&r_motionblur, 0);
6416                 Cvar_SetValueQuick(&r_damageblur, 0);
6417         }
6418
6419         if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6420          && !r_bloom.integer
6421          && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6422          && !useviewfbo
6423          && r_viewscale.value == 1.0f
6424          && !r_viewscale_fpsscaling.integer)
6425                 screentexturewidth = screentextureheight = 0;
6426         if (!r_bloom.integer)
6427                 bloomtexturewidth = bloomtextureheight = 0;
6428
6429         // allocate textures as needed
6430         if (r_fb.screentexturewidth != screentexturewidth
6431          || r_fb.screentextureheight != screentextureheight
6432          || r_fb.bloomtexturewidth != bloomtexturewidth
6433          || r_fb.bloomtextureheight != bloomtextureheight
6434          || r_fb.textype != textype
6435          || useviewfbo != (r_fb.fbo != 0))
6436         {
6437                 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6438                 {
6439                         if (r_fb.bloomtexture[i])
6440                                 R_FreeTexture(r_fb.bloomtexture[i]);
6441                         r_fb.bloomtexture[i] = NULL;
6442
6443                         if (r_fb.bloomfbo[i])
6444                                 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6445                         r_fb.bloomfbo[i] = 0;
6446                 }
6447
6448                 if (r_fb.fbo)
6449                         R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6450                 r_fb.fbo = 0;
6451
6452                 if (r_fb.colortexture)
6453                         R_FreeTexture(r_fb.colortexture);
6454                 r_fb.colortexture = NULL;
6455
6456                 if (r_fb.depthtexture)
6457                         R_FreeTexture(r_fb.depthtexture);
6458                 r_fb.depthtexture = NULL;
6459
6460                 if (r_fb.ghosttexture)
6461                         R_FreeTexture(r_fb.ghosttexture);
6462                 r_fb.ghosttexture = NULL;
6463
6464                 r_fb.screentexturewidth = screentexturewidth;
6465                 r_fb.screentextureheight = screentextureheight;
6466                 r_fb.bloomtexturewidth = bloomtexturewidth;
6467                 r_fb.bloomtextureheight = bloomtextureheight;
6468                 r_fb.textype = textype;
6469
6470                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6471                 {
6472                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
6473                                 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);
6474                         r_fb.ghosttexture_valid = false;
6475                         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);
6476                         if (useviewfbo)
6477                         {
6478                                 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6479                                 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6480                                 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6481                         }
6482                 }
6483
6484                 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6485                 {
6486                         for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6487                         {
6488                                 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);
6489                                 if (useviewfbo)
6490                                         r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6491                         }
6492                 }
6493         }
6494
6495         // bloom texture is a different resolution
6496         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6497         r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6498         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6499         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6500         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6501
6502         // set up a texcoord array for the full resolution screen image
6503         // (we have to keep this around to copy back during final render)
6504         r_fb.screentexcoord2f[0] = 0;
6505         r_fb.screentexcoord2f[1] = (float)viewheight    / (float)r_fb.screentextureheight;
6506         r_fb.screentexcoord2f[2] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6507         r_fb.screentexcoord2f[3] = (float)viewheight    / (float)r_fb.screentextureheight;
6508         r_fb.screentexcoord2f[4] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6509         r_fb.screentexcoord2f[5] = 0;
6510         r_fb.screentexcoord2f[6] = 0;
6511         r_fb.screentexcoord2f[7] = 0;
6512
6513         if(r_fb.fbo) 
6514         {
6515                 for (i = 1;i < 8;i += 2)
6516                 {
6517                         r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6518                 }
6519         }
6520
6521         // set up a texcoord array for the reduced resolution bloom image
6522         // (which will be additive blended over the screen image)
6523         r_fb.bloomtexcoord2f[0] = 0;
6524         r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6525         r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6526         r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6527         r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6528         r_fb.bloomtexcoord2f[5] = 0;
6529         r_fb.bloomtexcoord2f[6] = 0;
6530         r_fb.bloomtexcoord2f[7] = 0;
6531
6532         switch(vid.renderpath)
6533         {
6534         case RENDERPATH_GL11:
6535         case RENDERPATH_GL13:
6536         case RENDERPATH_GL20:
6537         case RENDERPATH_SOFT:
6538         case RENDERPATH_GLES1:
6539         case RENDERPATH_GLES2:
6540                 break;
6541         case RENDERPATH_D3D9:
6542         case RENDERPATH_D3D10:
6543         case RENDERPATH_D3D11:
6544                 for (i = 0;i < 4;i++)
6545                 {
6546                         r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6547                         r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6548                         r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6549                         r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6550                 }
6551                 break;
6552         }
6553
6554         R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6555
6556         if (r_fb.fbo)
6557                 r_refdef.view.clear = true;
6558 }
6559
6560 static void R_Bloom_MakeTexture(void)
6561 {
6562         int x, range, dir;
6563         float xoffset, yoffset, r, brighten;
6564         rtexture_t *intex;
6565         float colorscale = r_bloom_colorscale.value;
6566
6567         r_refdef.stats[r_stat_bloom]++;
6568     
6569 #if 0
6570     // this copy is unnecessary since it happens in R_BlendView already
6571         if (!r_fb.fbo)
6572         {
6573                 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);
6574                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6575         }
6576 #endif
6577
6578         // scale down screen texture to the bloom texture size
6579         CHECKGLERROR
6580         r_fb.bloomindex = 0;
6581         R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6582         R_SetViewport(&r_fb.bloomviewport);
6583         GL_DepthTest(false);
6584         GL_BlendFunc(GL_ONE, GL_ZERO);
6585         GL_Color(colorscale, colorscale, colorscale, 1);
6586         // 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...
6587         switch(vid.renderpath)
6588         {
6589         case RENDERPATH_GL11:
6590         case RENDERPATH_GL13:
6591         case RENDERPATH_GL20:
6592         case RENDERPATH_GLES1:
6593         case RENDERPATH_GLES2:
6594         case RENDERPATH_SOFT:
6595                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6596                 break;
6597         case RENDERPATH_D3D9:
6598         case RENDERPATH_D3D10:
6599         case RENDERPATH_D3D11:
6600                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6601                 break;
6602         }
6603         // TODO: do boxfilter scale-down in shader?
6604         R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6605         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6606         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6607
6608         // we now have a properly scaled bloom image
6609         if (!r_fb.bloomfbo[r_fb.bloomindex])
6610         {
6611                 // copy it into the bloom texture
6612                 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);
6613                 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6614         }
6615
6616         // multiply bloom image by itself as many times as desired
6617         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6618         {
6619                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6620                 r_fb.bloomindex ^= 1;
6621                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6622                 x *= 2;
6623                 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6624                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6625                 {
6626                         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6627                         GL_Color(r,r,r,1); // apply fix factor
6628                 }
6629                 else
6630                 {
6631                         if(x <= 2)
6632                                 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6633                         GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6634                         GL_Color(1,1,1,1); // no fix factor supported here
6635                 }
6636                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6637                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6638                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6639                 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6640
6641                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6642                 {
6643                         // copy the darkened image to a texture
6644                         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);
6645                         r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6646                 }
6647         }
6648
6649         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6650         brighten = r_bloom_brighten.value;
6651         brighten = sqrt(brighten);
6652         if(range >= 1)
6653                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6654
6655         for (dir = 0;dir < 2;dir++)
6656         {
6657                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6658                 r_fb.bloomindex ^= 1;
6659                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6660                 // blend on at multiple vertical offsets to achieve a vertical blur
6661                 // TODO: do offset blends using GLSL
6662                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6663                 GL_BlendFunc(GL_ONE, GL_ZERO);
6664                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6665                 for (x = -range;x <= range;x++)
6666                 {
6667                         if (!dir){xoffset = 0;yoffset = x;}
6668                         else {xoffset = x;yoffset = 0;}
6669                         xoffset /= (float)r_fb.bloomtexturewidth;
6670                         yoffset /= (float)r_fb.bloomtextureheight;
6671                         // compute a texcoord array with the specified x and y offset
6672                         r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6673                         r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6674                         r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6675                         r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6676                         r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6677                         r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6678                         r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6679                         r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6680                         // this r value looks like a 'dot' particle, fading sharply to
6681                         // black at the edges
6682                         // (probably not realistic but looks good enough)
6683                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6684                         //r = brighten/(range*2+1);
6685                         r = brighten / (range * 2 + 1);
6686                         if(range >= 1)
6687                                 r *= (1 - x*x/(float)(range*range));
6688                         GL_Color(r, r, r, 1);
6689                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6690                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6691                         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6692                         GL_BlendFunc(GL_ONE, GL_ONE);
6693                 }
6694
6695                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6696                 {
6697                         // copy the vertically or horizontally blurred bloom view to a texture
6698                         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);
6699                         r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6700                 }
6701         }
6702 }
6703
6704 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6705 {
6706         unsigned int permutation;
6707         float uservecs[4][4];
6708
6709         R_EntityMatrix(&identitymatrix);
6710
6711         switch (vid.renderpath)
6712         {
6713         case RENDERPATH_GL20:
6714         case RENDERPATH_D3D9:
6715         case RENDERPATH_D3D10:
6716         case RENDERPATH_D3D11:
6717         case RENDERPATH_SOFT:
6718         case RENDERPATH_GLES2:
6719                 permutation =
6720                           (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6721                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6722                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6723                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6724                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6725
6726                 if (r_fb.colortexture)
6727                 {
6728                         if (!r_fb.fbo)
6729                         {
6730                                 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);
6731                                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6732                         }
6733
6734                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6735                         {
6736                                 // declare variables
6737                                 float blur_factor, blur_mouseaccel, blur_velocity;
6738                                 static float blur_average; 
6739                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6740
6741                                 // set a goal for the factoring
6742                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6743                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6744                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6745                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6746                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6747                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6748
6749                                 // from the goal, pick an averaged value between goal and last value
6750                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6751                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6752
6753                                 // enforce minimum amount of blur 
6754                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6755
6756                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6757
6758                                 // calculate values into a standard alpha
6759                                 cl.motionbluralpha = 1 - exp(-
6760                                                 (
6761                                                  (r_motionblur.value * blur_factor / 80)
6762                                                  +
6763                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6764                                                 )
6765                                                 /
6766                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6767                                           );
6768
6769                                 // randomization for the blur value to combat persistent ghosting
6770                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6771                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6772
6773                                 // apply the blur
6774                                 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6775                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6776                                 {
6777                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6778                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6779                                         switch(vid.renderpath)
6780                                         {
6781                                         case RENDERPATH_GL11:
6782                                         case RENDERPATH_GL13:
6783                                         case RENDERPATH_GL20:
6784                                         case RENDERPATH_GLES1:
6785                                         case RENDERPATH_GLES2:
6786                                         case RENDERPATH_SOFT:
6787                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6788                                                 break;
6789                                         case RENDERPATH_D3D9:
6790                                         case RENDERPATH_D3D10:
6791                                         case RENDERPATH_D3D11:
6792                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6793                                                 break;
6794                                         }
6795                                         R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6796                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6797                                         r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6798                                 }
6799
6800                                 // updates old view angles for next pass
6801                                 VectorCopy(cl.viewangles, blur_oldangles);
6802
6803                                 // copy view into the ghost texture
6804                                 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);
6805                                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6806                                 r_fb.ghosttexture_valid = true;
6807                         }
6808                 }
6809                 else
6810                 {
6811                         // no r_fb.colortexture means we're rendering to the real fb
6812                         // we may still have to do view tint...
6813                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6814                         {
6815                                 // apply a color tint to the whole view
6816                                 R_ResetViewRendering2D(0, NULL, NULL);
6817                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6818                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6819                                 R_SetupShader_Generic_NoTexture(false, true);
6820                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6821                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6822                         }
6823                         break; // no screen processing, no bloom, skip it
6824                 }
6825
6826                 if (r_fb.bloomtexture[0])
6827                 {
6828                         // make the bloom texture
6829                         R_Bloom_MakeTexture();
6830                 }
6831
6832 #if _MSC_VER >= 1400
6833 #define sscanf sscanf_s
6834 #endif
6835                 memset(uservecs, 0, sizeof(uservecs));
6836                 if (r_glsl_postprocess_uservec1_enable.integer)
6837                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6838                 if (r_glsl_postprocess_uservec2_enable.integer)
6839                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6840                 if (r_glsl_postprocess_uservec3_enable.integer)
6841                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6842                 if (r_glsl_postprocess_uservec4_enable.integer)
6843                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6844
6845                 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6846                 GL_Color(1, 1, 1, 1);
6847                 GL_BlendFunc(GL_ONE, GL_ZERO);
6848
6849                 switch(vid.renderpath)
6850                 {
6851                 case RENDERPATH_GL20:
6852                 case RENDERPATH_GLES2:
6853                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6854                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6855                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_fb.colortexture);
6856                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_fb.bloomtexture[r_fb.bloomindex]);
6857                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6858                         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]);
6859                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6860                         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]);
6861                         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]);
6862                         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]);
6863                         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]);
6864                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6865                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6866                         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);
6867                         break;
6868                 case RENDERPATH_D3D9:
6869 #ifdef SUPPORTD3D
6870                         // 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...
6871                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6872                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6873                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6874                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6875                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6876                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6877                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6878                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6879                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6880                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6881                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6882                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6883                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6884                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6885 #endif
6886                         break;
6887                 case RENDERPATH_D3D10:
6888                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6889                         break;
6890                 case RENDERPATH_D3D11:
6891                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6892                         break;
6893                 case RENDERPATH_SOFT:
6894                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6895                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6896                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6897                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6898                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6899                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6900                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6901                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6902                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6903                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6904                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6905                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6906                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6907                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6908                         break;
6909                 default:
6910                         break;
6911                 }
6912                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6913                 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6914                 break;
6915         case RENDERPATH_GL11:
6916         case RENDERPATH_GL13:
6917         case RENDERPATH_GLES1:
6918                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6919                 {
6920                         // apply a color tint to the whole view
6921                         R_ResetViewRendering2D(0, NULL, NULL);
6922                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6923                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6924                         R_SetupShader_Generic_NoTexture(false, true);
6925                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6926                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6927                 }
6928                 break;
6929         }
6930 }
6931
6932 matrix4x4_t r_waterscrollmatrix;
6933
6934 void R_UpdateFog(void)
6935 {
6936         // Nehahra fog
6937         if (gamemode == GAME_NEHAHRA)
6938         {
6939                 if (gl_fogenable.integer)
6940                 {
6941                         r_refdef.oldgl_fogenable = true;
6942                         r_refdef.fog_density = gl_fogdensity.value;
6943                         r_refdef.fog_red = gl_fogred.value;
6944                         r_refdef.fog_green = gl_foggreen.value;
6945                         r_refdef.fog_blue = gl_fogblue.value;
6946                         r_refdef.fog_alpha = 1;
6947                         r_refdef.fog_start = 0;
6948                         r_refdef.fog_end = gl_skyclip.value;
6949                         r_refdef.fog_height = 1<<30;
6950                         r_refdef.fog_fadedepth = 128;
6951                 }
6952                 else if (r_refdef.oldgl_fogenable)
6953                 {
6954                         r_refdef.oldgl_fogenable = false;
6955                         r_refdef.fog_density = 0;
6956                         r_refdef.fog_red = 0;
6957                         r_refdef.fog_green = 0;
6958                         r_refdef.fog_blue = 0;
6959                         r_refdef.fog_alpha = 0;
6960                         r_refdef.fog_start = 0;
6961                         r_refdef.fog_end = 0;
6962                         r_refdef.fog_height = 1<<30;
6963                         r_refdef.fog_fadedepth = 128;
6964                 }
6965         }
6966
6967         // fog parms
6968         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6969         r_refdef.fog_start = max(0, r_refdef.fog_start);
6970         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6971
6972         if (r_refdef.fog_density && r_drawfog.integer)
6973         {
6974                 r_refdef.fogenabled = true;
6975                 // this is the point where the fog reaches 0.9986 alpha, which we
6976                 // consider a good enough cutoff point for the texture
6977                 // (0.9986 * 256 == 255.6)
6978                 if (r_fog_exp2.integer)
6979                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6980                 else
6981                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6982                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6983                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6984                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6985                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6986                         R_BuildFogHeightTexture();
6987                 // fog color was already set
6988                 // update the fog texture
6989                 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)
6990                         R_BuildFogTexture();
6991                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6992                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6993         }
6994         else
6995                 r_refdef.fogenabled = false;
6996
6997         // fog color
6998         if (r_refdef.fog_density)
6999         {
7000                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7001                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7002                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7003
7004                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7005                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7006                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7007                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7008
7009                 {
7010                         vec3_t fogvec;
7011                         VectorCopy(r_refdef.fogcolor, fogvec);
7012                         //   color.rgb *= ContrastBoost * SceneBrightness;
7013                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7014                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7015                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7016                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7017                 }
7018         }
7019 }
7020
7021 void R_UpdateVariables(void)
7022 {
7023         R_Textures_Frame();
7024
7025         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7026
7027         r_refdef.farclip = r_farclip_base.value;
7028         if (r_refdef.scene.worldmodel)
7029                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7030         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7031
7032         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7033                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7034         r_refdef.polygonfactor = 0;
7035         r_refdef.polygonoffset = 0;
7036         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7037         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7038
7039         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7040         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7041         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7042         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7043         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7044         if (FAKELIGHT_ENABLED)
7045         {
7046                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7047         }
7048         else if (r_refdef.scene.worldmodel)
7049         {
7050                 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7051         }
7052         if (r_showsurfaces.integer)
7053         {
7054                 r_refdef.scene.rtworld = false;
7055                 r_refdef.scene.rtworldshadows = false;
7056                 r_refdef.scene.rtdlight = false;
7057                 r_refdef.scene.rtdlightshadows = false;
7058                 r_refdef.lightmapintensity = 0;
7059         }
7060
7061         r_gpuskeletal = false;
7062         switch(vid.renderpath)
7063         {
7064         case RENDERPATH_GL20:
7065                 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7066         case RENDERPATH_D3D9:
7067         case RENDERPATH_D3D10:
7068         case RENDERPATH_D3D11:
7069         case RENDERPATH_SOFT:
7070         case RENDERPATH_GLES2:
7071                 if(v_glslgamma.integer && !vid_gammatables_trivial)
7072                 {
7073                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7074                         {
7075                                 // build GLSL gamma texture
7076 #define RAMPWIDTH 256
7077                                 unsigned short ramp[RAMPWIDTH * 3];
7078                                 unsigned char rampbgr[RAMPWIDTH][4];
7079                                 int i;
7080
7081                                 r_texture_gammaramps_serial = vid_gammatables_serial;
7082
7083                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7084                                 for(i = 0; i < RAMPWIDTH; ++i)
7085                                 {
7086                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7087                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7088                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7089                                         rampbgr[i][3] = 0;
7090                                 }
7091                                 if (r_texture_gammaramps)
7092                                 {
7093                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7094                                 }
7095                                 else
7096                                 {
7097                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7098                                 }
7099                         }
7100                 }
7101                 else
7102                 {
7103                         // remove GLSL gamma texture
7104                 }
7105                 break;
7106         case RENDERPATH_GL11:
7107         case RENDERPATH_GL13:
7108         case RENDERPATH_GLES1:
7109                 break;
7110         }
7111 }
7112
7113 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7114 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7115 /*
7116 ================
7117 R_SelectScene
7118 ================
7119 */
7120 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7121         if( scenetype != r_currentscenetype ) {
7122                 // store the old scenetype
7123                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7124                 r_currentscenetype = scenetype;
7125                 // move in the new scene
7126                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7127         }
7128 }
7129
7130 /*
7131 ================
7132 R_GetScenePointer
7133 ================
7134 */
7135 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7136 {
7137         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7138         if( scenetype == r_currentscenetype ) {
7139                 return &r_refdef.scene;
7140         } else {
7141                 return &r_scenes_store[ scenetype ];
7142         }
7143 }
7144
7145 static int R_SortEntities_Compare(const void *ap, const void *bp)
7146 {
7147         const entity_render_t *a = *(const entity_render_t **)ap;
7148         const entity_render_t *b = *(const entity_render_t **)bp;
7149
7150         // 1. compare model
7151         if(a->model < b->model)
7152                 return -1;
7153         if(a->model > b->model)
7154                 return +1;
7155
7156         // 2. compare skin
7157         // TODO possibly calculate the REAL skinnum here first using
7158         // skinscenes?
7159         if(a->skinnum < b->skinnum)
7160                 return -1;
7161         if(a->skinnum > b->skinnum)
7162                 return +1;
7163
7164         // everything we compared is equal
7165         return 0;
7166 }
7167 static void R_SortEntities(void)
7168 {
7169         // below or equal 2 ents, sorting never gains anything
7170         if(r_refdef.scene.numentities <= 2)
7171                 return;
7172         // sort
7173         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7174 }
7175
7176 /*
7177 ================
7178 R_RenderView
7179 ================
7180 */
7181 int dpsoftrast_test;
7182 extern cvar_t r_shadow_bouncegrid;
7183 void R_RenderView(void)
7184 {
7185         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7186         int fbo;
7187         rtexture_t *depthtexture;
7188         rtexture_t *colortexture;
7189
7190         dpsoftrast_test = r_test.integer;
7191
7192         if (r_timereport_active)
7193                 R_TimeReport("start");
7194         r_textureframe++; // used only by R_GetCurrentTexture
7195         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7196
7197         if(R_CompileShader_CheckStaticParms())
7198                 R_GLSL_Restart_f();
7199
7200         if (!r_drawentities.integer)
7201                 r_refdef.scene.numentities = 0;
7202         else if (r_sortentities.integer)
7203                 R_SortEntities();
7204
7205         R_AnimCache_ClearCache();
7206
7207         /* adjust for stereo display */
7208         if(R_Stereo_Active())
7209         {
7210                 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);
7211                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7212         }
7213
7214         if (r_refdef.view.isoverlay)
7215         {
7216                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7217                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7218                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7219                 R_TimeReport("depthclear");
7220
7221                 r_refdef.view.showdebug = false;
7222
7223                 r_fb.water.enabled = false;
7224                 r_fb.water.numwaterplanes = 0;
7225
7226                 R_RenderScene(0, NULL, NULL);
7227
7228                 r_refdef.view.matrix = originalmatrix;
7229
7230                 CHECKGLERROR
7231                 return;
7232         }
7233
7234         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7235         {
7236                 r_refdef.view.matrix = originalmatrix;
7237                 return;
7238         }
7239
7240         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7241
7242         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7243                 // in sRGB fallback, behave similar to true sRGB: convert this
7244                 // value from linear to sRGB
7245                 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7246
7247         R_RenderView_UpdateViewVectors();
7248
7249         R_Shadow_UpdateWorldLightSelection();
7250
7251         R_Bloom_StartFrame();
7252
7253         // apply bloom brightness offset
7254         if(r_fb.bloomtexture[0])
7255                 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7256
7257         R_Water_StartFrame();
7258
7259         // now we probably have an fbo to render into
7260         fbo = r_fb.fbo;
7261         depthtexture = r_fb.depthtexture;
7262         colortexture = r_fb.colortexture;
7263
7264         CHECKGLERROR
7265         if (r_timereport_active)
7266                 R_TimeReport("viewsetup");
7267
7268         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7269
7270         if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7271         {
7272                 R_ClearScreen(r_refdef.fogenabled);
7273                 if (r_timereport_active)
7274                         R_TimeReport("viewclear");
7275         }
7276         r_refdef.view.clear = true;
7277
7278         r_refdef.view.showdebug = true;
7279
7280         R_View_Update();
7281         if (r_timereport_active)
7282                 R_TimeReport("visibility");
7283
7284         R_AnimCache_CacheVisibleEntities();
7285         if (r_timereport_active)
7286                 R_TimeReport("animcache");
7287
7288         R_Shadow_UpdateBounceGridTexture();
7289         if (r_timereport_active && r_shadow_bouncegrid.integer)
7290                 R_TimeReport("bouncegrid");
7291
7292         r_fb.water.numwaterplanes = 0;
7293         if (r_fb.water.enabled)
7294                 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7295
7296         R_RenderScene(fbo, depthtexture, colortexture);
7297         r_fb.water.numwaterplanes = 0;
7298
7299         R_BlendView(fbo, depthtexture, colortexture);
7300         if (r_timereport_active)
7301                 R_TimeReport("blendview");
7302
7303         GL_Scissor(0, 0, vid.width, vid.height);
7304         GL_ScissorTest(false);
7305
7306         r_refdef.view.matrix = originalmatrix;
7307
7308         CHECKGLERROR
7309 }
7310
7311 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7312 {
7313         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7314         {
7315                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7316                 if (r_timereport_active)
7317                         R_TimeReport("waterworld");
7318         }
7319
7320         // don't let sound skip if going slow
7321         if (r_refdef.scene.extraupdate)
7322                 S_ExtraUpdate ();
7323
7324         R_DrawModelsAddWaterPlanes();
7325         if (r_timereport_active)
7326                 R_TimeReport("watermodels");
7327
7328         if (r_fb.water.numwaterplanes)
7329         {
7330                 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7331                 if (r_timereport_active)
7332                         R_TimeReport("waterscenes");
7333         }
7334 }
7335
7336 extern cvar_t cl_locs_show;
7337 static void R_DrawLocs(void);
7338 static void R_DrawEntityBBoxes(void);
7339 static void R_DrawModelDecals(void);
7340 extern cvar_t cl_decals_newsystem;
7341 extern qboolean r_shadow_usingdeferredprepass;
7342 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7343 {
7344         qboolean shadowmapping = false;
7345
7346         if (r_timereport_active)
7347                 R_TimeReport("beginscene");
7348
7349         r_refdef.stats[r_stat_renders]++;
7350
7351         R_UpdateFog();
7352
7353         // don't let sound skip if going slow
7354         if (r_refdef.scene.extraupdate)
7355                 S_ExtraUpdate ();
7356
7357         R_MeshQueue_BeginScene();
7358
7359         R_SkyStartFrame();
7360
7361         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);
7362
7363         if (r_timereport_active)
7364                 R_TimeReport("skystartframe");
7365
7366         if (cl.csqc_vidvars.drawworld)
7367         {
7368                 // don't let sound skip if going slow
7369                 if (r_refdef.scene.extraupdate)
7370                         S_ExtraUpdate ();
7371
7372                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7373                 {
7374                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7375                         if (r_timereport_active)
7376                                 R_TimeReport("worldsky");
7377                 }
7378
7379                 if (R_DrawBrushModelsSky() && r_timereport_active)
7380                         R_TimeReport("bmodelsky");
7381
7382                 if (skyrendermasked && skyrenderlater)
7383                 {
7384                         // we have to force off the water clipping plane while rendering sky
7385                         R_SetupView(false, fbo, depthtexture, colortexture);
7386                         R_Sky();
7387                         R_SetupView(true, fbo, depthtexture, colortexture);
7388                         if (r_timereport_active)
7389                                 R_TimeReport("sky");
7390                 }
7391         }
7392
7393         R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7394         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7395                 R_Shadow_PrepareModelShadows();
7396         if (r_timereport_active)
7397                 R_TimeReport("preparelights");
7398
7399         if (R_Shadow_ShadowMappingEnabled())
7400                 shadowmapping = true;
7401
7402         if (r_shadow_usingdeferredprepass)
7403                 R_Shadow_DrawPrepass();
7404
7405         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7406         {
7407                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7408                 if (r_timereport_active)
7409                         R_TimeReport("worlddepth");
7410         }
7411         if (r_depthfirst.integer >= 2)
7412         {
7413                 R_DrawModelsDepth();
7414                 if (r_timereport_active)
7415                         R_TimeReport("modeldepth");
7416         }
7417
7418         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7419         {
7420                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7421                 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7422                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7423                 // don't let sound skip if going slow
7424                 if (r_refdef.scene.extraupdate)
7425                         S_ExtraUpdate ();
7426         }
7427
7428         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7429         {
7430                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7431                 if (r_timereport_active)
7432                         R_TimeReport("world");
7433         }
7434
7435         // don't let sound skip if going slow
7436         if (r_refdef.scene.extraupdate)
7437                 S_ExtraUpdate ();
7438
7439         R_DrawModels();
7440         if (r_timereport_active)
7441                 R_TimeReport("models");
7442
7443         // don't let sound skip if going slow
7444         if (r_refdef.scene.extraupdate)
7445                 S_ExtraUpdate ();
7446
7447         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7448         {
7449                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7450                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7451                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7452                 // don't let sound skip if going slow
7453                 if (r_refdef.scene.extraupdate)
7454                         S_ExtraUpdate ();
7455         }
7456
7457         if (!r_shadow_usingdeferredprepass)
7458         {
7459                 R_Shadow_DrawLights();
7460                 if (r_timereport_active)
7461                         R_TimeReport("rtlights");
7462         }
7463
7464         // don't let sound skip if going slow
7465         if (r_refdef.scene.extraupdate)
7466                 S_ExtraUpdate ();
7467
7468         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7469         {
7470                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7471                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7472                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7473                 // don't let sound skip if going slow
7474                 if (r_refdef.scene.extraupdate)
7475                         S_ExtraUpdate ();
7476         }
7477
7478         if (cl.csqc_vidvars.drawworld)
7479         {
7480                 if (cl_decals_newsystem.integer)
7481                 {
7482                         R_DrawModelDecals();
7483                         if (r_timereport_active)
7484                                 R_TimeReport("modeldecals");
7485                 }
7486                 else
7487                 {
7488                         R_DrawDecals();
7489                         if (r_timereport_active)
7490                                 R_TimeReport("decals");
7491                 }
7492
7493                 R_DrawParticles();
7494                 if (r_timereport_active)
7495                         R_TimeReport("particles");
7496
7497                 R_DrawExplosions();
7498                 if (r_timereport_active)
7499                         R_TimeReport("explosions");
7500
7501                 R_DrawLightningBeams();
7502                 if (r_timereport_active)
7503                         R_TimeReport("lightning");
7504         }
7505
7506         if (cl.csqc_loaded)
7507                 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7508
7509         if (r_refdef.view.showdebug)
7510         {
7511                 if (cl_locs_show.integer)
7512                 {
7513                         R_DrawLocs();
7514                         if (r_timereport_active)
7515                                 R_TimeReport("showlocs");
7516                 }
7517
7518                 if (r_drawportals.integer)
7519                 {
7520                         R_DrawPortals();
7521                         if (r_timereport_active)
7522                                 R_TimeReport("portals");
7523                 }
7524
7525                 if (r_showbboxes.value > 0)
7526                 {
7527                         R_DrawEntityBBoxes();
7528                         if (r_timereport_active)
7529                                 R_TimeReport("bboxes");
7530                 }
7531         }
7532
7533         if (r_transparent.integer)
7534         {
7535                 R_MeshQueue_RenderTransparent();
7536                 if (r_timereport_active)
7537                         R_TimeReport("drawtrans");
7538         }
7539
7540         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))
7541         {
7542                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7543                 if (r_timereport_active)
7544                         R_TimeReport("worlddebug");
7545                 R_DrawModelsDebug();
7546                 if (r_timereport_active)
7547                         R_TimeReport("modeldebug");
7548         }
7549
7550         if (cl.csqc_vidvars.drawworld)
7551         {
7552                 R_Shadow_DrawCoronas();
7553                 if (r_timereport_active)
7554                         R_TimeReport("coronas");
7555         }
7556
7557 #if 0
7558         {
7559                 GL_DepthTest(false);
7560                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7561                 GL_Color(1, 1, 1, 1);
7562                 qglBegin(GL_POLYGON);
7563                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7564                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7565                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7566                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7567                 qglEnd();
7568                 qglBegin(GL_POLYGON);
7569                 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]);
7570                 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]);
7571                 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]);
7572                 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]);
7573                 qglEnd();
7574                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7575         }
7576 #endif
7577
7578         // don't let sound skip if going slow
7579         if (r_refdef.scene.extraupdate)
7580                 S_ExtraUpdate ();
7581 }
7582
7583 static const unsigned short bboxelements[36] =
7584 {
7585         5, 1, 3, 5, 3, 7,
7586         6, 2, 0, 6, 0, 4,
7587         7, 3, 2, 7, 2, 6,
7588         4, 0, 1, 4, 1, 5,
7589         4, 5, 7, 4, 7, 6,
7590         1, 0, 2, 1, 2, 3,
7591 };
7592
7593 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7594 {
7595         int i;
7596         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7597
7598         RSurf_ActiveWorldEntity();
7599
7600         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7601         GL_DepthMask(false);
7602         GL_DepthRange(0, 1);
7603         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7604 //      R_Mesh_ResetTextureState();
7605
7606         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7607         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7608         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7609         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7610         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7611         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7612         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7613         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7614         R_FillColors(color4f, 8, cr, cg, cb, ca);
7615         if (r_refdef.fogenabled)
7616         {
7617                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7618                 {
7619                         f1 = RSurf_FogVertex(v);
7620                         f2 = 1 - f1;
7621                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7622                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7623                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7624                 }
7625         }
7626         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7627         R_Mesh_ResetTextureState();
7628         R_SetupShader_Generic_NoTexture(false, false);
7629         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7630 }
7631
7632 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7633 {
7634         prvm_prog_t *prog = SVVM_prog;
7635         int i;
7636         float color[4];
7637         prvm_edict_t *edict;
7638
7639         // this function draws bounding boxes of server entities
7640         if (!sv.active)
7641                 return;
7642
7643         GL_CullFace(GL_NONE);
7644         R_SetupShader_Generic_NoTexture(false, false);
7645
7646         for (i = 0;i < numsurfaces;i++)
7647         {
7648                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7649                 switch ((int)PRVM_serveredictfloat(edict, solid))
7650                 {
7651                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7652                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7653                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7654                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7655                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7656                         case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
7657                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7658                 }
7659                 color[3] *= r_showbboxes.value;
7660                 color[3] = bound(0, color[3], 1);
7661                 GL_DepthTest(!r_showdisabledepthtest.integer);
7662                 GL_CullFace(r_refdef.view.cullface_front);
7663                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7664         }
7665 }
7666
7667 static void R_DrawEntityBBoxes(void)
7668 {
7669         int i;
7670         prvm_edict_t *edict;
7671         vec3_t center;
7672         prvm_prog_t *prog = SVVM_prog;
7673
7674         // this function draws bounding boxes of server entities
7675         if (!sv.active)
7676                 return;
7677
7678         for (i = 0;i < prog->num_edicts;i++)
7679         {
7680                 edict = PRVM_EDICT_NUM(i);
7681                 if (edict->priv.server->free)
7682                         continue;
7683                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7684                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7685                         continue;
7686                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7687                         continue;
7688                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7689                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7690         }
7691 }
7692
7693 static const int nomodelelement3i[24] =
7694 {
7695         5, 2, 0,
7696         5, 1, 2,
7697         5, 0, 3,
7698         5, 3, 1,
7699         0, 2, 4,
7700         2, 1, 4,
7701         3, 0, 4,
7702         1, 3, 4
7703 };
7704
7705 static const unsigned short nomodelelement3s[24] =
7706 {
7707         5, 2, 0,
7708         5, 1, 2,
7709         5, 0, 3,
7710         5, 3, 1,
7711         0, 2, 4,
7712         2, 1, 4,
7713         3, 0, 4,
7714         1, 3, 4
7715 };
7716
7717 static const float nomodelvertex3f[6*3] =
7718 {
7719         -16,   0,   0,
7720          16,   0,   0,
7721           0, -16,   0,
7722           0,  16,   0,
7723           0,   0, -16,
7724           0,   0,  16
7725 };
7726
7727 static const float nomodelcolor4f[6*4] =
7728 {
7729         0.0f, 0.0f, 0.5f, 1.0f,
7730         0.0f, 0.0f, 0.5f, 1.0f,
7731         0.0f, 0.5f, 0.0f, 1.0f,
7732         0.0f, 0.5f, 0.0f, 1.0f,
7733         0.5f, 0.0f, 0.0f, 1.0f,
7734         0.5f, 0.0f, 0.0f, 1.0f
7735 };
7736
7737 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7738 {
7739         int i;
7740         float f1, f2, *c;
7741         float color4f[6*4];
7742
7743         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);
7744
7745         // this is only called once per entity so numsurfaces is always 1, and
7746         // surfacelist is always {0}, so this code does not handle batches
7747
7748         if (rsurface.ent_flags & RENDER_ADDITIVE)
7749         {
7750                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7751                 GL_DepthMask(false);
7752         }
7753         else if (rsurface.colormod[3] < 1)
7754         {
7755                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7756                 GL_DepthMask(false);
7757         }
7758         else
7759         {
7760                 GL_BlendFunc(GL_ONE, GL_ZERO);
7761                 GL_DepthMask(true);
7762         }
7763         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7764         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7765         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7766         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7767         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7768         for (i = 0, c = color4f;i < 6;i++, c += 4)
7769         {
7770                 c[0] *= rsurface.colormod[0];
7771                 c[1] *= rsurface.colormod[1];
7772                 c[2] *= rsurface.colormod[2];
7773                 c[3] *= rsurface.colormod[3];
7774         }
7775         if (r_refdef.fogenabled)
7776         {
7777                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7778                 {
7779                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7780                         f2 = 1 - f1;
7781                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7782                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7783                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7784                 }
7785         }
7786 //      R_Mesh_ResetTextureState();
7787         R_SetupShader_Generic_NoTexture(false, false);
7788         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7789         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7790 }
7791
7792 void R_DrawNoModel(entity_render_t *ent)
7793 {
7794         vec3_t org;
7795         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7796         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7797                 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7798         else
7799                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7800 }
7801
7802 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7803 {
7804         vec3_t right1, right2, diff, normal;
7805
7806         VectorSubtract (org2, org1, normal);
7807
7808         // calculate 'right' vector for start
7809         VectorSubtract (r_refdef.view.origin, org1, diff);
7810         CrossProduct (normal, diff, right1);
7811         VectorNormalize (right1);
7812
7813         // calculate 'right' vector for end
7814         VectorSubtract (r_refdef.view.origin, org2, diff);
7815         CrossProduct (normal, diff, right2);
7816         VectorNormalize (right2);
7817
7818         vert[ 0] = org1[0] + width * right1[0];
7819         vert[ 1] = org1[1] + width * right1[1];
7820         vert[ 2] = org1[2] + width * right1[2];
7821         vert[ 3] = org1[0] - width * right1[0];
7822         vert[ 4] = org1[1] - width * right1[1];
7823         vert[ 5] = org1[2] - width * right1[2];
7824         vert[ 6] = org2[0] - width * right2[0];
7825         vert[ 7] = org2[1] - width * right2[1];
7826         vert[ 8] = org2[2] - width * right2[2];
7827         vert[ 9] = org2[0] + width * right2[0];
7828         vert[10] = org2[1] + width * right2[1];
7829         vert[11] = org2[2] + width * right2[2];
7830 }
7831
7832 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)
7833 {
7834         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7835         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7836         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7837         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7838         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7839         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7840         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7841         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7842         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7843         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7844         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7845         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7846 }
7847
7848 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7849 {
7850         int i;
7851         float *vertex3f;
7852         float v[3];
7853         VectorSet(v, x, y, z);
7854         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7855                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7856                         break;
7857         if (i == mesh->numvertices)
7858         {
7859                 if (mesh->numvertices < mesh->maxvertices)
7860                 {
7861                         VectorCopy(v, vertex3f);
7862                         mesh->numvertices++;
7863                 }
7864                 return mesh->numvertices;
7865         }
7866         else
7867                 return i;
7868 }
7869
7870 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7871 {
7872         int i;
7873         int *e, element[3];
7874         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7875         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7876         e = mesh->element3i + mesh->numtriangles * 3;
7877         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7878         {
7879                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7880                 if (mesh->numtriangles < mesh->maxtriangles)
7881                 {
7882                         *e++ = element[0];
7883                         *e++ = element[1];
7884                         *e++ = element[2];
7885                         mesh->numtriangles++;
7886                 }
7887                 element[1] = element[2];
7888         }
7889 }
7890
7891 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7892 {
7893         int i;
7894         int *e, element[3];
7895         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7896         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7897         e = mesh->element3i + mesh->numtriangles * 3;
7898         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7899         {
7900                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7901                 if (mesh->numtriangles < mesh->maxtriangles)
7902                 {
7903                         *e++ = element[0];
7904                         *e++ = element[1];
7905                         *e++ = element[2];
7906                         mesh->numtriangles++;
7907                 }
7908                 element[1] = element[2];
7909         }
7910 }
7911
7912 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7913 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7914 {
7915         int planenum, planenum2;
7916         int w;
7917         int tempnumpoints;
7918         mplane_t *plane, *plane2;
7919         double maxdist;
7920         double temppoints[2][256*3];
7921         // figure out how large a bounding box we need to properly compute this brush
7922         maxdist = 0;
7923         for (w = 0;w < numplanes;w++)
7924                 maxdist = max(maxdist, fabs(planes[w].dist));
7925         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7926         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7927         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7928         {
7929                 w = 0;
7930                 tempnumpoints = 4;
7931                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7932                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7933                 {
7934                         if (planenum2 == planenum)
7935                                 continue;
7936                         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);
7937                         w = !w;
7938                 }
7939                 if (tempnumpoints < 3)
7940                         continue;
7941                 // generate elements forming a triangle fan for this polygon
7942                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7943         }
7944 }
7945
7946 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)
7947 {
7948         texturelayer_t *layer;
7949         layer = t->currentlayers + t->currentnumlayers++;
7950         layer->type = type;
7951         layer->depthmask = depthmask;
7952         layer->blendfunc1 = blendfunc1;
7953         layer->blendfunc2 = blendfunc2;
7954         layer->texture = texture;
7955         layer->texmatrix = *matrix;
7956         layer->color[0] = r;
7957         layer->color[1] = g;
7958         layer->color[2] = b;
7959         layer->color[3] = a;
7960 }
7961
7962 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7963 {
7964         if(parms[0] == 0 && parms[1] == 0)
7965                 return false;
7966         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7967                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7968                         return false;
7969         return true;
7970 }
7971
7972 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7973 {
7974         double index, f;
7975         index = parms[2] + rsurface.shadertime * parms[3];
7976         index -= floor(index);
7977         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7978         {
7979         default:
7980         case Q3WAVEFUNC_NONE:
7981         case Q3WAVEFUNC_NOISE:
7982         case Q3WAVEFUNC_COUNT:
7983                 f = 0;
7984                 break;
7985         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7986         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7987         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7988         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7989         case Q3WAVEFUNC_TRIANGLE:
7990                 index *= 4;
7991                 f = index - floor(index);
7992                 if (index < 1)
7993                 {
7994                         // f = f;
7995                 }
7996                 else if (index < 2)
7997                         f = 1 - f;
7998                 else if (index < 3)
7999                         f = -f;
8000                 else
8001                         f = -(1 - f);
8002                 break;
8003         }
8004         f = parms[0] + parms[1] * f;
8005         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8006                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
8007         return (float) f;
8008 }
8009
8010 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8011 {
8012         int w, h, idx;
8013         float shadertime;
8014         float f;
8015         float offsetd[2];
8016         float tcmat[12];
8017         matrix4x4_t matrix, temp;
8018         // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
8019         // it's better to have one huge fixup every 9 hours than gradual
8020         // degradation over time which looks consistently bad after many hours.
8021         //
8022         // tcmod scroll in particular suffers from this degradation which can't be
8023         // effectively worked around even with floor() tricks because we don't
8024         // know if tcmod scroll is the last tcmod being applied, and for clampmap
8025         // a workaround involving floor() would be incorrect anyway...
8026         shadertime = rsurface.shadertime;
8027         if (shadertime >= 32768.0f)
8028                 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
8029         switch(tcmod->tcmod)
8030         {
8031                 case Q3TCMOD_COUNT:
8032                 case Q3TCMOD_NONE:
8033                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8034                                 matrix = r_waterscrollmatrix;
8035                         else
8036                                 matrix = identitymatrix;
8037                         break;
8038                 case Q3TCMOD_ENTITYTRANSLATE:
8039                         // this is used in Q3 to allow the gamecode to control texcoord
8040                         // scrolling on the entity, which is not supported in darkplaces yet.
8041                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8042                         break;
8043                 case Q3TCMOD_ROTATE:
8044                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8045                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
8046                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8047                         break;
8048                 case Q3TCMOD_SCALE:
8049                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8050                         break;
8051                 case Q3TCMOD_SCROLL:
8052                         // this particular tcmod is a "bug for bug" compatible one with regards to
8053                         // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
8054                         // specifically did the wrapping and so we must mimic that...
8055                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8056                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8057                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8058                         break;
8059                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8060                         w = (int) tcmod->parms[0];
8061                         h = (int) tcmod->parms[1];
8062                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8063                         f = f - floor(f);
8064                         idx = (int) floor(f * w * h);
8065                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8066                         break;
8067                 case Q3TCMOD_STRETCH:
8068                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8069                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8070                         break;
8071                 case Q3TCMOD_TRANSFORM:
8072                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8073                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8074                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8075                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8076                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8077                         break;
8078                 case Q3TCMOD_TURBULENT:
8079                         // this is handled in the RSurf_PrepareVertices function
8080                         matrix = identitymatrix;
8081                         break;
8082         }
8083         temp = *texmatrix;
8084         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8085 }
8086
8087 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8088 {
8089         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8090         char name[MAX_QPATH];
8091         skinframe_t *skinframe;
8092         unsigned char pixels[296*194];
8093         strlcpy(cache->name, skinname, sizeof(cache->name));
8094         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8095         if (developer_loading.integer)
8096                 Con_Printf("loading %s\n", name);
8097         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8098         if (!skinframe || !skinframe->base)
8099         {
8100                 unsigned char *f;
8101                 fs_offset_t filesize;
8102                 skinframe = NULL;
8103                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8104                 if (f)
8105                 {
8106                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8107                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8108                         Mem_Free(f);
8109                 }
8110         }
8111         cache->skinframe = skinframe;
8112 }
8113
8114 texture_t *R_GetCurrentTexture(texture_t *t)
8115 {
8116         int i;
8117         const entity_render_t *ent = rsurface.entity;
8118         dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8119         q3shaderinfo_layer_tcmod_t *tcmod;
8120
8121         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8122                 return t->currentframe;
8123         t->update_lastrenderframe = r_textureframe;
8124         t->update_lastrenderentity = (void *)ent;
8125
8126         if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8127                 t->camera_entity = ent->entitynumber;
8128         else
8129                 t->camera_entity = 0;
8130
8131         // switch to an alternate material if this is a q1bsp animated material
8132         {
8133                 texture_t *texture = t;
8134                 int s = rsurface.ent_skinnum;
8135                 if ((unsigned int)s >= (unsigned int)model->numskins)
8136                         s = 0;
8137                 if (model->skinscenes)
8138                 {
8139                         if (model->skinscenes[s].framecount > 1)
8140                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8141                         else
8142                                 s = model->skinscenes[s].firstframe;
8143                 }
8144                 if (s > 0)
8145                         t = t + s * model->num_surfaces;
8146                 if (t->animated)
8147                 {
8148                         // use an alternate animation if the entity's frame is not 0,
8149                         // and only if the texture has an alternate animation
8150                         if (t->animated == 2) // q2bsp
8151                                 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
8152                         else if (rsurface.ent_alttextures && t->anim_total[1])
8153                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8154                         else
8155                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8156                 }
8157                 texture->currentframe = t;
8158         }
8159
8160         // update currentskinframe to be a qw skin or animation frame
8161         if (rsurface.ent_qwskin >= 0)
8162         {
8163                 i = rsurface.ent_qwskin;
8164                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8165                 {
8166                         r_qwskincache_size = cl.maxclients;
8167                         if (r_qwskincache)
8168                                 Mem_Free(r_qwskincache);
8169                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8170                 }
8171                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8172                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8173                 t->currentskinframe = r_qwskincache[i].skinframe;
8174                 if (t->currentskinframe == NULL)
8175                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8176         }
8177         else if (t->numskinframes >= 2)
8178                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8179         if (t->backgroundnumskinframes >= 2)
8180                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
8181
8182         t->currentmaterialflags = t->basematerialflags;
8183         t->currentalpha = rsurface.colormod[3] * t->basealpha;
8184         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8185                 t->currentalpha *= r_wateralpha.value;
8186         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8187                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8188         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8189                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8190         if (!(rsurface.ent_flags & RENDER_LIGHT))
8191                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8192         else if (FAKELIGHT_ENABLED)
8193         {
8194                 // no modellight if using fakelight for the map
8195         }
8196         else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8197         {
8198                 // pick a model lighting mode
8199                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8200                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8201                 else
8202                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8203         }
8204         if (rsurface.ent_flags & RENDER_ADDITIVE)
8205                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8206         else if (t->currentalpha < 1)
8207                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8208         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8209         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8210                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8211         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8212                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8213         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8214                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8215         if (t->backgroundnumskinframes)
8216                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8217         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8218         {
8219                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8220                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8221         }
8222         else
8223                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8224         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8225         {
8226                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8227                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8228         }
8229         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8230                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8231
8232         // there is no tcmod
8233         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8234         {
8235                 t->currenttexmatrix = r_waterscrollmatrix;
8236                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8237         }
8238         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8239         {
8240                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8241                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8242         }
8243
8244         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8245                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8246         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8247                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8248
8249         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8250         if (t->currentskinframe->qpixels)
8251                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8252         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8253         if (!t->basetexture)
8254                 t->basetexture = r_texture_notexture;
8255         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8256         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8257         t->nmaptexture = t->currentskinframe->nmap;
8258         if (!t->nmaptexture)
8259                 t->nmaptexture = r_texture_blanknormalmap;
8260         t->glosstexture = r_texture_black;
8261         t->glowtexture = t->currentskinframe->glow;
8262         t->fogtexture = t->currentskinframe->fog;
8263         t->reflectmasktexture = t->currentskinframe->reflect;
8264         if (t->backgroundnumskinframes)
8265         {
8266                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8267                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8268                 t->backgroundglosstexture = r_texture_black;
8269                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8270                 if (!t->backgroundnmaptexture)
8271                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8272                 // make sure that if glow is going to be used, both textures are not NULL
8273                 if (!t->backgroundglowtexture && t->glowtexture)
8274                         t->backgroundglowtexture = r_texture_black;
8275                 if (!t->glowtexture && t->backgroundglowtexture)
8276                         t->glowtexture = r_texture_black;
8277         }
8278         else
8279         {
8280                 t->backgroundbasetexture = r_texture_white;
8281                 t->backgroundnmaptexture = r_texture_blanknormalmap;
8282                 t->backgroundglosstexture = r_texture_black;
8283                 t->backgroundglowtexture = NULL;
8284         }
8285         t->specularpower = r_shadow_glossexponent.value;
8286         // TODO: store reference values for these in the texture?
8287         t->specularscale = 0;
8288         if (r_shadow_gloss.integer > 0)
8289         {
8290                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8291                 {
8292                         if (r_shadow_glossintensity.value > 0)
8293                         {
8294                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8295                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8296                                 t->specularscale = r_shadow_glossintensity.value;
8297                         }
8298                 }
8299                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8300                 {
8301                         t->glosstexture = r_texture_white;
8302                         t->backgroundglosstexture = r_texture_white;
8303                         t->specularscale = r_shadow_gloss2intensity.value;
8304                         t->specularpower = r_shadow_gloss2exponent.value;
8305                 }
8306         }
8307         t->specularscale *= t->specularscalemod;
8308         t->specularpower *= t->specularpowermod;
8309         t->rtlightambient = 0;
8310
8311         // lightmaps mode looks bad with dlights using actual texturing, so turn
8312         // off the colormap and glossmap, but leave the normalmap on as it still
8313         // accurately represents the shading involved
8314         if (gl_lightmaps.integer)
8315         {
8316                 t->basetexture = r_texture_grey128;
8317                 t->pantstexture = r_texture_black;
8318                 t->shirttexture = r_texture_black;
8319                 if (gl_lightmaps.integer < 2)
8320                         t->nmaptexture = r_texture_blanknormalmap;
8321                 t->glosstexture = r_texture_black;
8322                 t->glowtexture = NULL;
8323                 t->fogtexture = NULL;
8324                 t->reflectmasktexture = NULL;
8325                 t->backgroundbasetexture = NULL;
8326                 if (gl_lightmaps.integer < 2)
8327                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8328                 t->backgroundglosstexture = r_texture_black;
8329                 t->backgroundglowtexture = NULL;
8330                 t->specularscale = 0;
8331                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8332         }
8333
8334         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8335         VectorClear(t->dlightcolor);
8336         t->currentnumlayers = 0;
8337         if (t->currentmaterialflags & MATERIALFLAG_WALL)
8338         {
8339                 int blendfunc1, blendfunc2;
8340                 qboolean depthmask;
8341                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8342                 {
8343                         blendfunc1 = GL_SRC_ALPHA;
8344                         blendfunc2 = GL_ONE;
8345                 }
8346                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8347                 {
8348                         blendfunc1 = GL_SRC_ALPHA;
8349                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8350                 }
8351                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8352                 {
8353                         blendfunc1 = t->customblendfunc[0];
8354                         blendfunc2 = t->customblendfunc[1];
8355                 }
8356                 else
8357                 {
8358                         blendfunc1 = GL_ONE;
8359                         blendfunc2 = GL_ZERO;
8360                 }
8361                 // don't colormod evilblend textures
8362                 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8363                         VectorSet(t->lightmapcolor, 1, 1, 1);
8364                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8365                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8366                 {
8367                         // fullbright is not affected by r_refdef.lightmapintensity
8368                         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]);
8369                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8370                                 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]);
8371                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8372                                 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]);
8373                 }
8374                 else
8375                 {
8376                         vec3_t ambientcolor;
8377                         float colorscale;
8378                         // set the color tint used for lights affecting this surface
8379                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8380                         colorscale = 2;
8381                         // q3bsp has no lightmap updates, so the lightstylevalue that
8382                         // would normally be baked into the lightmap must be
8383                         // applied to the color
8384                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8385                         if (model->type == mod_brushq3)
8386                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8387                         colorscale *= r_refdef.lightmapintensity;
8388                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8389                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8390                         // basic lit geometry
8391                         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]);
8392                         // add pants/shirt if needed
8393                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8394                                 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]);
8395                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8396                                 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]);
8397                         // now add ambient passes if needed
8398                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8399                         {
8400                                 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]);
8401                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8402                                         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]);
8403                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8404                                         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]);
8405                         }
8406                 }
8407                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8408                         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]);
8409                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8410                 {
8411                         // if this is opaque use alpha blend which will darken the earlier
8412                         // passes cheaply.
8413                         //
8414                         // if this is an alpha blended material, all the earlier passes
8415                         // were darkened by fog already, so we only need to add the fog
8416                         // color ontop through the fog mask texture
8417                         //
8418                         // if this is an additive blended material, all the earlier passes
8419                         // were darkened by fog already, and we should not add fog color
8420                         // (because the background was not darkened, there is no fog color
8421                         // that was lost behind it).
8422                         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]);
8423                 }
8424         }
8425
8426         return t->currentframe;
8427 }
8428
8429 rsurfacestate_t rsurface;
8430
8431 void RSurf_ActiveWorldEntity(void)
8432 {
8433         dp_model_t *model = r_refdef.scene.worldmodel;
8434         //if (rsurface.entity == r_refdef.scene.worldentity)
8435         //      return;
8436         rsurface.entity = r_refdef.scene.worldentity;
8437         rsurface.skeleton = NULL;
8438         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8439         rsurface.ent_skinnum = 0;
8440         rsurface.ent_qwskin = -1;
8441         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8442         rsurface.shadertime = r_refdef.scene.time;
8443         rsurface.matrix = identitymatrix;
8444         rsurface.inversematrix = identitymatrix;
8445         rsurface.matrixscale = 1;
8446         rsurface.inversematrixscale = 1;
8447         R_EntityMatrix(&identitymatrix);
8448         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8449         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8450         rsurface.fograngerecip = r_refdef.fograngerecip;
8451         rsurface.fogheightfade = r_refdef.fogheightfade;
8452         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8453         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8454         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8455         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8456         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8457         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8458         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8459         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8460         rsurface.colormod[3] = 1;
8461         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);
8462         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8463         rsurface.frameblend[0].lerp = 1;
8464         rsurface.ent_alttextures = false;
8465         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8466         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8467         rsurface.entityskeletaltransform3x4 = NULL;
8468         rsurface.entityskeletaltransform3x4buffer = NULL;
8469         rsurface.entityskeletaltransform3x4offset = 0;
8470         rsurface.entityskeletaltransform3x4size = 0;;
8471         rsurface.entityskeletalnumtransforms = 0;
8472         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8473         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8474         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8475         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8476         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8477         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8478         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8479         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8480         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8481         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8482         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8483         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8484         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8485         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8486         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8487         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8488         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8489         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8490         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8491         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8492         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8493         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8494         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8495         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8496         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8497         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8498         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8499         rsurface.modelelement3i = model->surfmesh.data_element3i;
8500         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8501         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8502         rsurface.modelelement3s = model->surfmesh.data_element3s;
8503         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8504         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8505         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8506         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8507         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8508         rsurface.modelsurfaces = model->data_surfaces;
8509         rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8510         rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8511         rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8512         rsurface.modelgeneratedvertex = false;
8513         rsurface.batchgeneratedvertex = false;
8514         rsurface.batchfirstvertex = 0;
8515         rsurface.batchnumvertices = 0;
8516         rsurface.batchfirsttriangle = 0;
8517         rsurface.batchnumtriangles = 0;
8518         rsurface.batchvertex3f  = NULL;
8519         rsurface.batchvertex3f_vertexbuffer = NULL;
8520         rsurface.batchvertex3f_bufferoffset = 0;
8521         rsurface.batchsvector3f = NULL;
8522         rsurface.batchsvector3f_vertexbuffer = NULL;
8523         rsurface.batchsvector3f_bufferoffset = 0;
8524         rsurface.batchtvector3f = NULL;
8525         rsurface.batchtvector3f_vertexbuffer = NULL;
8526         rsurface.batchtvector3f_bufferoffset = 0;
8527         rsurface.batchnormal3f  = NULL;
8528         rsurface.batchnormal3f_vertexbuffer = NULL;
8529         rsurface.batchnormal3f_bufferoffset = 0;
8530         rsurface.batchlightmapcolor4f = NULL;
8531         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8532         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8533         rsurface.batchtexcoordtexture2f = NULL;
8534         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8535         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8536         rsurface.batchtexcoordlightmap2f = NULL;
8537         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8538         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8539         rsurface.batchskeletalindex4ub = NULL;
8540         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8541         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8542         rsurface.batchskeletalweight4ub = NULL;
8543         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8544         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8545         rsurface.batchvertexmesh = NULL;
8546         rsurface.batchvertexmesh_vertexbuffer = NULL;
8547         rsurface.batchvertexmesh_bufferoffset = 0;
8548         rsurface.batchelement3i = NULL;
8549         rsurface.batchelement3i_indexbuffer = NULL;
8550         rsurface.batchelement3i_bufferoffset = 0;
8551         rsurface.batchelement3s = NULL;
8552         rsurface.batchelement3s_indexbuffer = NULL;
8553         rsurface.batchelement3s_bufferoffset = 0;
8554         rsurface.passcolor4f = NULL;
8555         rsurface.passcolor4f_vertexbuffer = NULL;
8556         rsurface.passcolor4f_bufferoffset = 0;
8557         rsurface.forcecurrenttextureupdate = false;
8558 }
8559
8560 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8561 {
8562         dp_model_t *model = ent->model;
8563         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8564         //      return;
8565         rsurface.entity = (entity_render_t *)ent;
8566         rsurface.skeleton = ent->skeleton;
8567         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8568         rsurface.ent_skinnum = ent->skinnum;
8569         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;
8570         rsurface.ent_flags = ent->flags;
8571         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8572         rsurface.matrix = ent->matrix;
8573         rsurface.inversematrix = ent->inversematrix;
8574         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8575         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8576         R_EntityMatrix(&rsurface.matrix);
8577         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8578         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8579         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8580         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8581         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8582         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8583         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8584         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8585         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8586         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8587         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8588         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8589         rsurface.colormod[3] = ent->alpha;
8590         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8591         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8592         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8593         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8594         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8595         if (ent->model->brush.submodel && !prepass)
8596         {
8597                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8598                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8599         }
8600         // if the animcache code decided it should use the shader path, skip the deform step
8601         rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8602         rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8603         rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8604         rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8605         rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8606         if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8607         {
8608                 if (ent->animcache_vertex3f)
8609                 {
8610                         r_refdef.stats[r_stat_batch_entitycache_count]++;
8611                         r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8612                         r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8613                         r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8614                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8615                         rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8616                         rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8617                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8618                         rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8619                         rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8620                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8621                         rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8622                         rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8623                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8624                         rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8625                         rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8626                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8627                         rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8628                         rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8629                 }
8630                 else if (wanttangents)
8631                 {
8632                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8633                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8634                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8635                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8636                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8637                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8638                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8639                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8640                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8641                         rsurface.modelvertexmesh = NULL;
8642                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8643                         rsurface.modelvertexmesh_bufferoffset = 0;
8644                         rsurface.modelvertex3f_vertexbuffer = NULL;
8645                         rsurface.modelvertex3f_bufferoffset = 0;
8646                         rsurface.modelvertex3f_vertexbuffer = 0;
8647                         rsurface.modelvertex3f_bufferoffset = 0;
8648                         rsurface.modelsvector3f_vertexbuffer = 0;
8649                         rsurface.modelsvector3f_bufferoffset = 0;
8650                         rsurface.modeltvector3f_vertexbuffer = 0;
8651                         rsurface.modeltvector3f_bufferoffset = 0;
8652                         rsurface.modelnormal3f_vertexbuffer = 0;
8653                         rsurface.modelnormal3f_bufferoffset = 0;
8654                 }
8655                 else if (wantnormals)
8656                 {
8657                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8658                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8659                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8660                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8661                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8662                         rsurface.modelsvector3f = NULL;
8663                         rsurface.modeltvector3f = NULL;
8664                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8665                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8666                         rsurface.modelvertexmesh = NULL;
8667                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8668                         rsurface.modelvertexmesh_bufferoffset = 0;
8669                         rsurface.modelvertex3f_vertexbuffer = NULL;
8670                         rsurface.modelvertex3f_bufferoffset = 0;
8671                         rsurface.modelvertex3f_vertexbuffer = 0;
8672                         rsurface.modelvertex3f_bufferoffset = 0;
8673                         rsurface.modelsvector3f_vertexbuffer = 0;
8674                         rsurface.modelsvector3f_bufferoffset = 0;
8675                         rsurface.modeltvector3f_vertexbuffer = 0;
8676                         rsurface.modeltvector3f_bufferoffset = 0;
8677                         rsurface.modelnormal3f_vertexbuffer = 0;
8678                         rsurface.modelnormal3f_bufferoffset = 0;
8679                 }
8680                 else
8681                 {
8682                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8683                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8684                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8685                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8686                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8687                         rsurface.modelsvector3f = NULL;
8688                         rsurface.modeltvector3f = NULL;
8689                         rsurface.modelnormal3f = NULL;
8690                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8691                         rsurface.modelvertexmesh = NULL;
8692                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8693                         rsurface.modelvertexmesh_bufferoffset = 0;
8694                         rsurface.modelvertex3f_vertexbuffer = NULL;
8695                         rsurface.modelvertex3f_bufferoffset = 0;
8696                         rsurface.modelvertex3f_vertexbuffer = 0;
8697                         rsurface.modelvertex3f_bufferoffset = 0;
8698                         rsurface.modelsvector3f_vertexbuffer = 0;
8699                         rsurface.modelsvector3f_bufferoffset = 0;
8700                         rsurface.modeltvector3f_vertexbuffer = 0;
8701                         rsurface.modeltvector3f_bufferoffset = 0;
8702                         rsurface.modelnormal3f_vertexbuffer = 0;
8703                         rsurface.modelnormal3f_bufferoffset = 0;
8704                 }
8705                 rsurface.modelgeneratedvertex = true;
8706         }
8707         else
8708         {
8709                 if (rsurface.entityskeletaltransform3x4)
8710                 {
8711                         r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8712                         r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8713                         r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8714                         r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8715                 }
8716                 else
8717                 {
8718                         r_refdef.stats[r_stat_batch_entitystatic_count]++;
8719                         r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8720                         r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8721                         r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8722                 }
8723                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8724                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8725                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8726                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8727                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8728                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8729                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8730                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8731                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8732                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8733                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8734                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8735                 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8736                 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8737                 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8738                 rsurface.modelgeneratedvertex = false;
8739         }
8740         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8741         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8742         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8743         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8744         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8745         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8746         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8747         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8748         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8749         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8750         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8751         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8752         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8753         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8754         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8755         rsurface.modelelement3i = model->surfmesh.data_element3i;
8756         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8757         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8758         rsurface.modelelement3s = model->surfmesh.data_element3s;
8759         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8760         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8761         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8762         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8763         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8764         rsurface.modelsurfaces = model->data_surfaces;
8765         rsurface.batchgeneratedvertex = false;
8766         rsurface.batchfirstvertex = 0;
8767         rsurface.batchnumvertices = 0;
8768         rsurface.batchfirsttriangle = 0;
8769         rsurface.batchnumtriangles = 0;
8770         rsurface.batchvertex3f  = NULL;
8771         rsurface.batchvertex3f_vertexbuffer = NULL;
8772         rsurface.batchvertex3f_bufferoffset = 0;
8773         rsurface.batchsvector3f = NULL;
8774         rsurface.batchsvector3f_vertexbuffer = NULL;
8775         rsurface.batchsvector3f_bufferoffset = 0;
8776         rsurface.batchtvector3f = NULL;
8777         rsurface.batchtvector3f_vertexbuffer = NULL;
8778         rsurface.batchtvector3f_bufferoffset = 0;
8779         rsurface.batchnormal3f  = NULL;
8780         rsurface.batchnormal3f_vertexbuffer = NULL;
8781         rsurface.batchnormal3f_bufferoffset = 0;
8782         rsurface.batchlightmapcolor4f = NULL;
8783         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8784         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8785         rsurface.batchtexcoordtexture2f = NULL;
8786         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8787         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8788         rsurface.batchtexcoordlightmap2f = NULL;
8789         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8790         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8791         rsurface.batchskeletalindex4ub = NULL;
8792         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8793         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8794         rsurface.batchskeletalweight4ub = NULL;
8795         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8796         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8797         rsurface.batchvertexmesh = NULL;
8798         rsurface.batchvertexmesh_vertexbuffer = NULL;
8799         rsurface.batchvertexmesh_bufferoffset = 0;
8800         rsurface.batchelement3i = NULL;
8801         rsurface.batchelement3i_indexbuffer = NULL;
8802         rsurface.batchelement3i_bufferoffset = 0;
8803         rsurface.batchelement3s = NULL;
8804         rsurface.batchelement3s_indexbuffer = NULL;
8805         rsurface.batchelement3s_bufferoffset = 0;
8806         rsurface.passcolor4f = NULL;
8807         rsurface.passcolor4f_vertexbuffer = NULL;
8808         rsurface.passcolor4f_bufferoffset = 0;
8809         rsurface.forcecurrenttextureupdate = false;
8810 }
8811
8812 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)
8813 {
8814         rsurface.entity = r_refdef.scene.worldentity;
8815         rsurface.skeleton = NULL;
8816         rsurface.ent_skinnum = 0;
8817         rsurface.ent_qwskin = -1;
8818         rsurface.ent_flags = entflags;
8819         rsurface.shadertime = r_refdef.scene.time - shadertime;
8820         rsurface.modelnumvertices = numvertices;
8821         rsurface.modelnumtriangles = numtriangles;
8822         rsurface.matrix = *matrix;
8823         rsurface.inversematrix = *inversematrix;
8824         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8825         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8826         R_EntityMatrix(&rsurface.matrix);
8827         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8828         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8829         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8830         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8831         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8832         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8833         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8834         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8835         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8836         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8837         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8838         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8839         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);
8840         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8841         rsurface.frameblend[0].lerp = 1;
8842         rsurface.ent_alttextures = false;
8843         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8844         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8845         rsurface.entityskeletaltransform3x4 = NULL;
8846         rsurface.entityskeletaltransform3x4buffer = NULL;
8847         rsurface.entityskeletaltransform3x4offset = 0;
8848         rsurface.entityskeletaltransform3x4size = 0;
8849         rsurface.entityskeletalnumtransforms = 0;
8850         r_refdef.stats[r_stat_batch_entitycustom_count]++;
8851         r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8852         r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8853         r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8854         if (wanttangents)
8855         {
8856                 rsurface.modelvertex3f = (float *)vertex3f;
8857                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8858                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8859                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8860         }
8861         else if (wantnormals)
8862         {
8863                 rsurface.modelvertex3f = (float *)vertex3f;
8864                 rsurface.modelsvector3f = NULL;
8865                 rsurface.modeltvector3f = NULL;
8866                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8867         }
8868         else
8869         {
8870                 rsurface.modelvertex3f = (float *)vertex3f;
8871                 rsurface.modelsvector3f = NULL;
8872                 rsurface.modeltvector3f = NULL;
8873                 rsurface.modelnormal3f = NULL;
8874         }
8875         rsurface.modelvertexmesh = NULL;
8876         rsurface.modelvertexmesh_vertexbuffer = NULL;
8877         rsurface.modelvertexmesh_bufferoffset = 0;
8878         rsurface.modelvertex3f_vertexbuffer = 0;
8879         rsurface.modelvertex3f_bufferoffset = 0;
8880         rsurface.modelsvector3f_vertexbuffer = 0;
8881         rsurface.modelsvector3f_bufferoffset = 0;
8882         rsurface.modeltvector3f_vertexbuffer = 0;
8883         rsurface.modeltvector3f_bufferoffset = 0;
8884         rsurface.modelnormal3f_vertexbuffer = 0;
8885         rsurface.modelnormal3f_bufferoffset = 0;
8886         rsurface.modelgeneratedvertex = true;
8887         rsurface.modellightmapcolor4f  = (float *)color4f;
8888         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8889         rsurface.modellightmapcolor4f_bufferoffset = 0;
8890         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8891         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8892         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8893         rsurface.modeltexcoordlightmap2f  = NULL;
8894         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8895         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8896         rsurface.modelskeletalindex4ub = NULL;
8897         rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8898         rsurface.modelskeletalindex4ub_bufferoffset = 0;
8899         rsurface.modelskeletalweight4ub = NULL;
8900         rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8901         rsurface.modelskeletalweight4ub_bufferoffset = 0;
8902         rsurface.modelelement3i = (int *)element3i;
8903         rsurface.modelelement3i_indexbuffer = NULL;
8904         rsurface.modelelement3i_bufferoffset = 0;
8905         rsurface.modelelement3s = (unsigned short *)element3s;
8906         rsurface.modelelement3s_indexbuffer = NULL;
8907         rsurface.modelelement3s_bufferoffset = 0;
8908         rsurface.modellightmapoffsets = NULL;
8909         rsurface.modelsurfaces = NULL;
8910         rsurface.batchgeneratedvertex = false;
8911         rsurface.batchfirstvertex = 0;
8912         rsurface.batchnumvertices = 0;
8913         rsurface.batchfirsttriangle = 0;
8914         rsurface.batchnumtriangles = 0;
8915         rsurface.batchvertex3f  = NULL;
8916         rsurface.batchvertex3f_vertexbuffer = NULL;
8917         rsurface.batchvertex3f_bufferoffset = 0;
8918         rsurface.batchsvector3f = NULL;
8919         rsurface.batchsvector3f_vertexbuffer = NULL;
8920         rsurface.batchsvector3f_bufferoffset = 0;
8921         rsurface.batchtvector3f = NULL;
8922         rsurface.batchtvector3f_vertexbuffer = NULL;
8923         rsurface.batchtvector3f_bufferoffset = 0;
8924         rsurface.batchnormal3f  = NULL;
8925         rsurface.batchnormal3f_vertexbuffer = NULL;
8926         rsurface.batchnormal3f_bufferoffset = 0;
8927         rsurface.batchlightmapcolor4f = NULL;
8928         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8929         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8930         rsurface.batchtexcoordtexture2f = NULL;
8931         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8932         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8933         rsurface.batchtexcoordlightmap2f = NULL;
8934         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8935         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8936         rsurface.batchskeletalindex4ub = NULL;
8937         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8938         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8939         rsurface.batchskeletalweight4ub = NULL;
8940         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8941         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8942         rsurface.batchvertexmesh = NULL;
8943         rsurface.batchvertexmesh_vertexbuffer = NULL;
8944         rsurface.batchvertexmesh_bufferoffset = 0;
8945         rsurface.batchelement3i = NULL;
8946         rsurface.batchelement3i_indexbuffer = NULL;
8947         rsurface.batchelement3i_bufferoffset = 0;
8948         rsurface.batchelement3s = NULL;
8949         rsurface.batchelement3s_indexbuffer = NULL;
8950         rsurface.batchelement3s_bufferoffset = 0;
8951         rsurface.passcolor4f = NULL;
8952         rsurface.passcolor4f_vertexbuffer = NULL;
8953         rsurface.passcolor4f_bufferoffset = 0;
8954         rsurface.forcecurrenttextureupdate = true;
8955
8956         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8957         {
8958                 if ((wantnormals || wanttangents) && !normal3f)
8959                 {
8960                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8961                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8962                 }
8963                 if (wanttangents && !svector3f)
8964                 {
8965                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8966                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8967                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8968                 }
8969         }
8970 }
8971
8972 float RSurf_FogPoint(const float *v)
8973 {
8974         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8975         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8976         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8977         float FogHeightFade = r_refdef.fogheightfade;
8978         float fogfrac;
8979         unsigned int fogmasktableindex;
8980         if (r_refdef.fogplaneviewabove)
8981                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8982         else
8983                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8984         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8985         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8986 }
8987
8988 float RSurf_FogVertex(const float *v)
8989 {
8990         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8991         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8992         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8993         float FogHeightFade = rsurface.fogheightfade;
8994         float fogfrac;
8995         unsigned int fogmasktableindex;
8996         if (r_refdef.fogplaneviewabove)
8997                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8998         else
8999                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9000         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9001         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9002 }
9003
9004 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
9005 {
9006         int i;
9007         for (i = 0;i < numelements;i++)
9008                 outelement3i[i] = inelement3i[i] + adjust;
9009 }
9010
9011 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9012 extern cvar_t gl_vbo;
9013 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9014 {
9015         int deformindex;
9016         int firsttriangle;
9017         int numtriangles;
9018         int firstvertex;
9019         int endvertex;
9020         int numvertices;
9021         int surfacefirsttriangle;
9022         int surfacenumtriangles;
9023         int surfacefirstvertex;
9024         int surfaceendvertex;
9025         int surfacenumvertices;
9026         int batchnumsurfaces = texturenumsurfaces;
9027         int batchnumvertices;
9028         int batchnumtriangles;
9029         int needsupdate;
9030         int i, j;
9031         qboolean gaps;
9032         qboolean dynamicvertex;
9033         float amplitude;
9034         float animpos;
9035         float scale;
9036         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9037         float waveparms[4];
9038         unsigned char *ub;
9039         q3shaderinfo_deform_t *deform;
9040         const msurface_t *surface, *firstsurface;
9041         r_vertexmesh_t *vertexmesh;
9042         if (!texturenumsurfaces)
9043                 return;
9044         // find vertex range of this surface batch
9045         gaps = false;
9046         firstsurface = texturesurfacelist[0];
9047         firsttriangle = firstsurface->num_firsttriangle;
9048         batchnumvertices = 0;
9049         batchnumtriangles = 0;
9050         firstvertex = endvertex = firstsurface->num_firstvertex;
9051         for (i = 0;i < texturenumsurfaces;i++)
9052         {
9053                 surface = texturesurfacelist[i];
9054                 if (surface != firstsurface + i)
9055                         gaps = true;
9056                 surfacefirstvertex = surface->num_firstvertex;
9057                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9058                 surfacenumvertices = surface->num_vertices;
9059                 surfacenumtriangles = surface->num_triangles;
9060                 if (firstvertex > surfacefirstvertex)
9061                         firstvertex = surfacefirstvertex;
9062                 if (endvertex < surfaceendvertex)
9063                         endvertex = surfaceendvertex;
9064                 batchnumvertices += surfacenumvertices;
9065                 batchnumtriangles += surfacenumtriangles;
9066         }
9067
9068         r_refdef.stats[r_stat_batch_batches]++;
9069         if (gaps)
9070                 r_refdef.stats[r_stat_batch_withgaps]++;
9071         r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9072         r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9073         r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9074
9075         // we now know the vertex range used, and if there are any gaps in it
9076         rsurface.batchfirstvertex = firstvertex;
9077         rsurface.batchnumvertices = endvertex - firstvertex;
9078         rsurface.batchfirsttriangle = firsttriangle;
9079         rsurface.batchnumtriangles = batchnumtriangles;
9080
9081         // this variable holds flags for which properties have been updated that
9082         // may require regenerating vertexmesh array...
9083         needsupdate = 0;
9084
9085         // check if any dynamic vertex processing must occur
9086         dynamicvertex = false;
9087
9088         // a cvar to force the dynamic vertex path to be taken, for debugging
9089         if (r_batch_debugdynamicvertexpath.integer)
9090         {
9091                 if (!dynamicvertex)
9092                 {
9093                         r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9094                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9095                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9096                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9097                 }
9098                 dynamicvertex = true;
9099         }
9100
9101         // if there is a chance of animated vertex colors, it's a dynamic batch
9102         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9103         {
9104                 if (!dynamicvertex)
9105                 {
9106                         r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9107                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9108                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9109                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9110                 }
9111                 dynamicvertex = true;
9112                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9113         }
9114
9115         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9116         {
9117                 switch (deform->deform)
9118                 {
9119                 default:
9120                 case Q3DEFORM_PROJECTIONSHADOW:
9121                 case Q3DEFORM_TEXT0:
9122                 case Q3DEFORM_TEXT1:
9123                 case Q3DEFORM_TEXT2:
9124                 case Q3DEFORM_TEXT3:
9125                 case Q3DEFORM_TEXT4:
9126                 case Q3DEFORM_TEXT5:
9127                 case Q3DEFORM_TEXT6:
9128                 case Q3DEFORM_TEXT7:
9129                 case Q3DEFORM_NONE:
9130                         break;
9131                 case Q3DEFORM_AUTOSPRITE:
9132                         if (!dynamicvertex)
9133                         {
9134                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9135                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9136                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9137                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9138                         }
9139                         dynamicvertex = true;
9140                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9141                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9142                         break;
9143                 case Q3DEFORM_AUTOSPRITE2:
9144                         if (!dynamicvertex)
9145                         {
9146                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9147                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9148                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9149                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9150                         }
9151                         dynamicvertex = true;
9152                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9153                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9154                         break;
9155                 case Q3DEFORM_NORMAL:
9156                         if (!dynamicvertex)
9157                         {
9158                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9159                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9160                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9161                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9162                         }
9163                         dynamicvertex = true;
9164                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9165                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9166                         break;
9167                 case Q3DEFORM_WAVE:
9168                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9169                                 break; // if wavefunc is a nop, ignore this transform
9170                         if (!dynamicvertex)
9171                         {
9172                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9173                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9174                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9175                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9176                         }
9177                         dynamicvertex = true;
9178                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9179                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9180                         break;
9181                 case Q3DEFORM_BULGE:
9182                         if (!dynamicvertex)
9183                         {
9184                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9185                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9186                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9187                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9188                         }
9189                         dynamicvertex = true;
9190                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9191                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9192                         break;
9193                 case Q3DEFORM_MOVE:
9194                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9195                                 break; // if wavefunc is a nop, ignore this transform
9196                         if (!dynamicvertex)
9197                         {
9198                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9199                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9200                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9201                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9202                         }
9203                         dynamicvertex = true;
9204                         batchneed |= BATCHNEED_ARRAY_VERTEX;
9205                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9206                         break;
9207                 }
9208         }
9209         switch(rsurface.texture->tcgen.tcgen)
9210         {
9211         default:
9212         case Q3TCGEN_TEXTURE:
9213                 break;
9214         case Q3TCGEN_LIGHTMAP:
9215                 if (!dynamicvertex)
9216                 {
9217                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9218                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9219                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9220                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9221                 }
9222                 dynamicvertex = true;
9223                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9224                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9225                 break;
9226         case Q3TCGEN_VECTOR:
9227                 if (!dynamicvertex)
9228                 {
9229                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9230                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9231                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9232                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9233                 }
9234                 dynamicvertex = true;
9235                 batchneed |= BATCHNEED_ARRAY_VERTEX;
9236                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9237                 break;
9238         case Q3TCGEN_ENVIRONMENT:
9239                 if (!dynamicvertex)
9240                 {
9241                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9242                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9243                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9244                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9245                 }
9246                 dynamicvertex = true;
9247                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9248                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9249                 break;
9250         }
9251         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9252         {
9253                 if (!dynamicvertex)
9254                 {
9255                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9256                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9257                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9258                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9259                 }
9260                 dynamicvertex = true;
9261                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9262                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9263         }
9264
9265         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9266         {
9267                 if (!dynamicvertex)
9268                 {
9269                         r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9270                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9271                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9272                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9273                 }
9274                 dynamicvertex = true;
9275                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9276         }
9277
9278         // when the model data has no vertex buffer (dynamic mesh), we need to
9279         // eliminate gaps
9280         if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9281                 batchneed |= BATCHNEED_NOGAPS;
9282
9283         // the caller can specify BATCHNEED_NOGAPS to force a batch with
9284         // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9285         // we ensure this by treating the vertex batch as dynamic...
9286         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9287         {
9288                 if (!dynamicvertex)
9289                 {
9290                         r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9291                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9292                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9293                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9294                 }
9295                 dynamicvertex = true;
9296         }
9297
9298         if (dynamicvertex)
9299         {
9300                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9301                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
9302                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
9303                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
9304                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9305                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9306                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9307                 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL)    batchneed |= BATCHNEED_ARRAY_SKELETAL;
9308         }
9309
9310         // if needsupdate, we have to do a dynamic vertex batch for sure
9311         if (needsupdate & batchneed)
9312         {
9313                 if (!dynamicvertex)
9314                 {
9315                         r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9316                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9317                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9318                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9319                 }
9320                 dynamicvertex = true;
9321         }
9322
9323         // see if we need to build vertexmesh from arrays
9324         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9325         {
9326                 if (!dynamicvertex)
9327                 {
9328                         r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9329                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9330                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9331                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9332                 }
9333                 dynamicvertex = true;
9334         }
9335
9336         // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9337         if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9338                 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9339
9340         rsurface.batchvertex3f = rsurface.modelvertex3f;
9341         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9342         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9343         rsurface.batchsvector3f = rsurface.modelsvector3f;
9344         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9345         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9346         rsurface.batchtvector3f = rsurface.modeltvector3f;
9347         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9348         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9349         rsurface.batchnormal3f = rsurface.modelnormal3f;
9350         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9351         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9352         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9353         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
9354         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
9355         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9356         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
9357         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9358         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9359         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9360         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9361         rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9362         rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9363         rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9364         rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9365         rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9366         rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9367         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9368         rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9369         rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9370         rsurface.batchelement3i = rsurface.modelelement3i;
9371         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9372         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9373         rsurface.batchelement3s = rsurface.modelelement3s;
9374         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9375         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9376         rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9377         rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9378         rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9379         rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9380         rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9381
9382         // if any dynamic vertex processing has to occur in software, we copy the
9383         // entire surface list together before processing to rebase the vertices
9384         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9385         //
9386         // if any gaps exist and we do not have a static vertex buffer, we have to
9387         // copy the surface list together to avoid wasting upload bandwidth on the
9388         // vertices in the gaps.
9389         //
9390         // if gaps exist and we have a static vertex buffer, we can choose whether
9391         // to combine the index buffer ranges into one dynamic index buffer or
9392         // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9393         //
9394         // in many cases the batch is reduced to one draw call.
9395
9396         rsurface.batchmultidraw = false;
9397         rsurface.batchmultidrawnumsurfaces = 0;
9398         rsurface.batchmultidrawsurfacelist = NULL;
9399
9400         if (!dynamicvertex)
9401         {
9402                 // static vertex data, just set pointers...
9403                 rsurface.batchgeneratedvertex = false;
9404                 // if there are gaps, we want to build a combined index buffer,
9405                 // otherwise use the original static buffer with an appropriate offset
9406                 if (gaps)
9407                 {
9408                         r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9409                         r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9410                         r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9411                         r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9412                         if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9413                         {
9414                                 rsurface.batchmultidraw = true;
9415                                 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9416                                 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9417                                 return;
9418                         }
9419                         // build a new triangle elements array for this batch
9420                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9421                         rsurface.batchfirsttriangle = 0;
9422                         numtriangles = 0;
9423                         for (i = 0;i < texturenumsurfaces;i++)
9424                         {
9425                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9426                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9427                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9428                                 numtriangles += surfacenumtriangles;
9429                         }
9430                         rsurface.batchelement3i_indexbuffer = NULL;
9431                         rsurface.batchelement3i_bufferoffset = 0;
9432                         rsurface.batchelement3s = NULL;
9433                         rsurface.batchelement3s_indexbuffer = NULL;
9434                         rsurface.batchelement3s_bufferoffset = 0;
9435                         if (endvertex <= 65536)
9436                         {
9437                                 // make a 16bit (unsigned short) index array if possible
9438                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9439                                 for (i = 0;i < numtriangles*3;i++)
9440                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9441                         }
9442                         // upload buffer data for the copytriangles batch
9443                         if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9444                         {
9445                                 if (rsurface.batchelement3s)
9446                                         rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9447                                 else if (rsurface.batchelement3i)
9448                                         rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9449                         }
9450                 }
9451                 else
9452                 {
9453                         r_refdef.stats[r_stat_batch_fast_batches] += 1;
9454                         r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9455                         r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9456                         r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9457                 }
9458                 return;
9459         }
9460
9461         // something needs software processing, do it for real...
9462         // we only directly handle separate array data in this case and then
9463         // generate interleaved data if needed...
9464         rsurface.batchgeneratedvertex = true;
9465         r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9466         r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9467         r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9468         r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9469
9470         // now copy the vertex data into a combined array and make an index array
9471         // (this is what Quake3 does all the time)
9472         // we also apply any skeletal animation here that would have been done in
9473         // the vertex shader, because most of the dynamic vertex animation cases
9474         // need actual vertex positions and normals
9475         //if (dynamicvertex)
9476         {
9477                 rsurface.batchvertexmesh = NULL;
9478                 rsurface.batchvertexmesh_vertexbuffer = NULL;
9479                 rsurface.batchvertexmesh_bufferoffset = 0;
9480                 rsurface.batchvertex3f = NULL;
9481                 rsurface.batchvertex3f_vertexbuffer = NULL;
9482                 rsurface.batchvertex3f_bufferoffset = 0;
9483                 rsurface.batchsvector3f = NULL;
9484                 rsurface.batchsvector3f_vertexbuffer = NULL;
9485                 rsurface.batchsvector3f_bufferoffset = 0;
9486                 rsurface.batchtvector3f = NULL;
9487                 rsurface.batchtvector3f_vertexbuffer = NULL;
9488                 rsurface.batchtvector3f_bufferoffset = 0;
9489                 rsurface.batchnormal3f = NULL;
9490                 rsurface.batchnormal3f_vertexbuffer = NULL;
9491                 rsurface.batchnormal3f_bufferoffset = 0;
9492                 rsurface.batchlightmapcolor4f = NULL;
9493                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9494                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9495                 rsurface.batchtexcoordtexture2f = NULL;
9496                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9497                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9498                 rsurface.batchtexcoordlightmap2f = NULL;
9499                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9500                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9501                 rsurface.batchskeletalindex4ub = NULL;
9502                 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9503                 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9504                 rsurface.batchskeletalweight4ub = NULL;
9505                 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9506                 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9507                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9508                 rsurface.batchelement3i_indexbuffer = NULL;
9509                 rsurface.batchelement3i_bufferoffset = 0;
9510                 rsurface.batchelement3s = NULL;
9511                 rsurface.batchelement3s_indexbuffer = NULL;
9512                 rsurface.batchelement3s_bufferoffset = 0;
9513                 rsurface.batchskeletaltransform3x4buffer = NULL;
9514                 rsurface.batchskeletaltransform3x4offset = 0;
9515                 rsurface.batchskeletaltransform3x4size = 0;
9516                 // we'll only be setting up certain arrays as needed
9517                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9518                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9519                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9520                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9521                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9522                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9523                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9524                 {
9525                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9526                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9527                 }
9528                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9529                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9530                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9531                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9532                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9533                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9534                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9535                 {
9536                         rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9537                         rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9538                 }
9539                 numvertices = 0;
9540                 numtriangles = 0;
9541                 for (i = 0;i < texturenumsurfaces;i++)
9542                 {
9543                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9544                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
9545                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9546                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9547                         // copy only the data requested
9548                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9549                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9550                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9551                         {
9552                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9553                                 {
9554                                         if (rsurface.batchvertex3f)
9555                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9556                                         else
9557                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9558                                 }
9559                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9560                                 {
9561                                         if (rsurface.modelnormal3f)
9562                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9563                                         else
9564                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9565                                 }
9566                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9567                                 {
9568                                         if (rsurface.modelsvector3f)
9569                                         {
9570                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9571                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9572                                         }
9573                                         else
9574                                         {
9575                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9576                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9577                                         }
9578                                 }
9579                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9580                                 {
9581                                         if (rsurface.modellightmapcolor4f)
9582                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9583                                         else
9584                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9585                                 }
9586                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9587                                 {
9588                                         if (rsurface.modeltexcoordtexture2f)
9589                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9590                                         else
9591                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9592                                 }
9593                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9594                                 {
9595                                         if (rsurface.modeltexcoordlightmap2f)
9596                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9597                                         else
9598                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9599                                 }
9600                                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9601                                 {
9602                                         if (rsurface.modelskeletalindex4ub)
9603                                         {
9604                                                 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9605                                                 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9606                                         }
9607                                         else
9608                                         {
9609                                                 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9610                                                 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9611                                                 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9612                                                 for (j = 0;j < surfacenumvertices;j++)
9613                                                         ub[j*4] = 255;
9614                                         }
9615                                 }
9616                         }
9617                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9618                         numvertices += surfacenumvertices;
9619                         numtriangles += surfacenumtriangles;
9620                 }
9621
9622                 // generate a 16bit index array as well if possible
9623                 // (in general, dynamic batches fit)
9624                 if (numvertices <= 65536)
9625                 {
9626                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9627                         for (i = 0;i < numtriangles*3;i++)
9628                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9629                 }
9630
9631                 // since we've copied everything, the batch now starts at 0
9632                 rsurface.batchfirstvertex = 0;
9633                 rsurface.batchnumvertices = batchnumvertices;
9634                 rsurface.batchfirsttriangle = 0;
9635                 rsurface.batchnumtriangles = batchnumtriangles;
9636         }
9637
9638         // apply skeletal animation that would have been done in the vertex shader
9639         if (rsurface.batchskeletaltransform3x4)
9640         {
9641                 const unsigned char *si;
9642                 const unsigned char *sw;
9643                 const float *t[4];
9644                 const float *b = rsurface.batchskeletaltransform3x4;
9645                 float *vp, *vs, *vt, *vn;
9646                 float w[4];
9647                 float m[3][4], n[3][4];
9648                 float tp[3], ts[3], tt[3], tn[3];
9649                 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9650                 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9651                 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9652                 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9653                 si = rsurface.batchskeletalindex4ub;
9654                 sw = rsurface.batchskeletalweight4ub;
9655                 vp = rsurface.batchvertex3f;
9656                 vs = rsurface.batchsvector3f;
9657                 vt = rsurface.batchtvector3f;
9658                 vn = rsurface.batchnormal3f;
9659                 memset(m[0], 0, sizeof(m));
9660                 memset(n[0], 0, sizeof(n));
9661                 for (i = 0;i < batchnumvertices;i++)
9662                 {
9663                         t[0] = b + si[0]*12;
9664                         if (sw[0] == 255)
9665                         {
9666                                 // common case - only one matrix
9667                                 m[0][0] = t[0][ 0];
9668                                 m[0][1] = t[0][ 1];
9669                                 m[0][2] = t[0][ 2];
9670                                 m[0][3] = t[0][ 3];
9671                                 m[1][0] = t[0][ 4];
9672                                 m[1][1] = t[0][ 5];
9673                                 m[1][2] = t[0][ 6];
9674                                 m[1][3] = t[0][ 7];
9675                                 m[2][0] = t[0][ 8];
9676                                 m[2][1] = t[0][ 9];
9677                                 m[2][2] = t[0][10];
9678                                 m[2][3] = t[0][11];
9679                         }
9680                         else if (sw[2] + sw[3])
9681                         {
9682                                 // blend 4 matrices
9683                                 t[1] = b + si[1]*12;
9684                                 t[2] = b + si[2]*12;
9685                                 t[3] = b + si[3]*12;
9686                                 w[0] = sw[0] * (1.0f / 255.0f);
9687                                 w[1] = sw[1] * (1.0f / 255.0f);
9688                                 w[2] = sw[2] * (1.0f / 255.0f);
9689                                 w[3] = sw[3] * (1.0f / 255.0f);
9690                                 // blend the matrices
9691                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9692                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9693                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9694                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9695                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9696                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9697                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9698                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9699                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9700                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9701                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9702                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9703                         }
9704                         else
9705                         {
9706                                 // blend 2 matrices
9707                                 t[1] = b + si[1]*12;
9708                                 w[0] = sw[0] * (1.0f / 255.0f);
9709                                 w[1] = sw[1] * (1.0f / 255.0f);
9710                                 // blend the matrices
9711                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9712                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9713                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9714                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9715                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9716                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9717                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9718                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9719                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9720                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9721                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9722                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9723                         }
9724                         si += 4;
9725                         sw += 4;
9726                         // modify the vertex
9727                         VectorCopy(vp, tp);
9728                         vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9729                         vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9730                         vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9731                         vp += 3;
9732                         if (vn)
9733                         {
9734                                 // the normal transformation matrix is a set of cross products...
9735                                 CrossProduct(m[1], m[2], n[0]);
9736                                 CrossProduct(m[2], m[0], n[1]);
9737                                 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9738                                 VectorCopy(vn, tn);
9739                                 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9740                                 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9741                                 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9742                                 VectorNormalize(vn);
9743                                 vn += 3;
9744                                 if (vs)
9745                                 {
9746                                         VectorCopy(vs, ts);
9747                                         vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9748                                         vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9749                                         vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9750                                         VectorNormalize(vs);
9751                                         vs += 3;
9752                                         VectorCopy(vt, tt);
9753                                         vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9754                                         vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9755                                         vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9756                                         VectorNormalize(vt);
9757                                         vt += 3;
9758                                 }
9759                         }
9760                 }
9761                 rsurface.batchskeletaltransform3x4 = NULL;
9762                 rsurface.batchskeletalnumtransforms = 0;
9763         }
9764
9765         // q1bsp surfaces rendered in vertex color mode have to have colors
9766         // calculated based on lightstyles
9767         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9768         {
9769                 // generate color arrays for the surfaces in this list
9770                 int c[4];
9771                 int scale;
9772                 int size3;
9773                 const int *offsets;
9774                 const unsigned char *lm;
9775                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9776                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9777                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9778                 numvertices = 0;
9779                 for (i = 0;i < texturenumsurfaces;i++)
9780                 {
9781                         surface = texturesurfacelist[i];
9782                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9783                         surfacenumvertices = surface->num_vertices;
9784                         if (surface->lightmapinfo->samples)
9785                         {
9786                                 for (j = 0;j < surfacenumvertices;j++)
9787                                 {
9788                                         lm = surface->lightmapinfo->samples + offsets[j];
9789                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9790                                         VectorScale(lm, scale, c);
9791                                         if (surface->lightmapinfo->styles[1] != 255)
9792                                         {
9793                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9794                                                 lm += size3;
9795                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9796                                                 VectorMA(c, scale, lm, c);
9797                                                 if (surface->lightmapinfo->styles[2] != 255)
9798                                                 {
9799                                                         lm += size3;
9800                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9801                                                         VectorMA(c, scale, lm, c);
9802                                                         if (surface->lightmapinfo->styles[3] != 255)
9803                                                         {
9804                                                                 lm += size3;
9805                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9806                                                                 VectorMA(c, scale, lm, c);
9807                                                         }
9808                                                 }
9809                                         }
9810                                         c[0] >>= 7;
9811                                         c[1] >>= 7;
9812                                         c[2] >>= 7;
9813                                         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);
9814                                         numvertices++;
9815                                 }
9816                         }
9817                         else
9818                         {
9819                                 for (j = 0;j < surfacenumvertices;j++)
9820                                 {
9821                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9822                                         numvertices++;
9823                                 }
9824                         }
9825                 }
9826         }
9827
9828         // if vertices are deformed (sprite flares and things in maps, possibly
9829         // water waves, bulges and other deformations), modify the copied vertices
9830         // in place
9831         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9832         {
9833                 switch (deform->deform)
9834                 {
9835                 default:
9836                 case Q3DEFORM_PROJECTIONSHADOW:
9837                 case Q3DEFORM_TEXT0:
9838                 case Q3DEFORM_TEXT1:
9839                 case Q3DEFORM_TEXT2:
9840                 case Q3DEFORM_TEXT3:
9841                 case Q3DEFORM_TEXT4:
9842                 case Q3DEFORM_TEXT5:
9843                 case Q3DEFORM_TEXT6:
9844                 case Q3DEFORM_TEXT7:
9845                 case Q3DEFORM_NONE:
9846                         break;
9847                 case Q3DEFORM_AUTOSPRITE:
9848                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9849                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9850                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9851                         VectorNormalize(newforward);
9852                         VectorNormalize(newright);
9853                         VectorNormalize(newup);
9854 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9855 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9856 //                      rsurface.batchvertex3f_bufferoffset = 0;
9857 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9858 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9859 //                      rsurface.batchsvector3f_bufferoffset = 0;
9860 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9861 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9862 //                      rsurface.batchtvector3f_bufferoffset = 0;
9863 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9864 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9865 //                      rsurface.batchnormal3f_bufferoffset = 0;
9866                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9867                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9868                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9869                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9870                                 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);
9871                         // a single autosprite surface can contain multiple sprites...
9872                         for (j = 0;j < batchnumvertices - 3;j += 4)
9873                         {
9874                                 VectorClear(center);
9875                                 for (i = 0;i < 4;i++)
9876                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9877                                 VectorScale(center, 0.25f, center);
9878                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9879                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9880                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9881                                 for (i = 0;i < 4;i++)
9882                                 {
9883                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9884                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9885                                 }
9886                         }
9887                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9888                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9889                         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);
9890                         break;
9891                 case Q3DEFORM_AUTOSPRITE2:
9892                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9893                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9894                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9895                         VectorNormalize(newforward);
9896                         VectorNormalize(newright);
9897                         VectorNormalize(newup);
9898 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9899 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9900 //                      rsurface.batchvertex3f_bufferoffset = 0;
9901                         {
9902                                 const float *v1, *v2;
9903                                 vec3_t start, end;
9904                                 float f, l;
9905                                 struct
9906                                 {
9907                                         float length2;
9908                                         const float *v1;
9909                                         const float *v2;
9910                                 }
9911                                 shortest[2];
9912                                 memset(shortest, 0, sizeof(shortest));
9913                                 // a single autosprite surface can contain multiple sprites...
9914                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9915                                 {
9916                                         VectorClear(center);
9917                                         for (i = 0;i < 4;i++)
9918                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9919                                         VectorScale(center, 0.25f, center);
9920                                         // find the two shortest edges, then use them to define the
9921                                         // axis vectors for rotating around the central axis
9922                                         for (i = 0;i < 6;i++)
9923                                         {
9924                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9925                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9926                                                 l = VectorDistance2(v1, v2);
9927                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9928                                                 if (v1[2] != v2[2])
9929                                                         l += (1.0f / 1024.0f);
9930                                                 if (shortest[0].length2 > l || i == 0)
9931                                                 {
9932                                                         shortest[1] = shortest[0];
9933                                                         shortest[0].length2 = l;
9934                                                         shortest[0].v1 = v1;
9935                                                         shortest[0].v2 = v2;
9936                                                 }
9937                                                 else if (shortest[1].length2 > l || i == 1)
9938                                                 {
9939                                                         shortest[1].length2 = l;
9940                                                         shortest[1].v1 = v1;
9941                                                         shortest[1].v2 = v2;
9942                                                 }
9943                                         }
9944                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9945                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9946                                         // this calculates the right vector from the shortest edge
9947                                         // and the up vector from the edge midpoints
9948                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9949                                         VectorNormalize(right);
9950                                         VectorSubtract(end, start, up);
9951                                         VectorNormalize(up);
9952                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9953                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9954                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9955                                         VectorNegate(forward, forward);
9956                                         VectorReflect(forward, 0, up, forward);
9957                                         VectorNormalize(forward);
9958                                         CrossProduct(up, forward, newright);
9959                                         VectorNormalize(newright);
9960                                         // rotate the quad around the up axis vector, this is made
9961                                         // especially easy by the fact we know the quad is flat,
9962                                         // so we only have to subtract the center position and
9963                                         // measure distance along the right vector, and then
9964                                         // multiply that by the newright vector and add back the
9965                                         // center position
9966                                         // we also need to subtract the old position to undo the
9967                                         // displacement from the center, which we do with a
9968                                         // DotProduct, the subtraction/addition of center is also
9969                                         // optimized into DotProducts here
9970                                         l = DotProduct(right, center);
9971                                         for (i = 0;i < 4;i++)
9972                                         {
9973                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9974                                                 f = DotProduct(right, v1) - l;
9975                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9976                                         }
9977                                 }
9978                         }
9979                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9980                         {
9981 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9982 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9983 //                              rsurface.batchnormal3f_bufferoffset = 0;
9984                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9985                         }
9986                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9987                         {
9988 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9989 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9990 //                              rsurface.batchsvector3f_bufferoffset = 0;
9991 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9992 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9993 //                              rsurface.batchtvector3f_bufferoffset = 0;
9994                                 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);
9995                         }
9996                         break;
9997                 case Q3DEFORM_NORMAL:
9998                         // deform the normals to make reflections wavey
9999                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10000                         rsurface.batchnormal3f_vertexbuffer = NULL;
10001                         rsurface.batchnormal3f_bufferoffset = 0;
10002                         for (j = 0;j < batchnumvertices;j++)
10003                         {
10004                                 float vertex[3];
10005                                 float *normal = rsurface.batchnormal3f + 3*j;
10006                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10007                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10008                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10009                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10010                                 VectorNormalize(normal);
10011                         }
10012                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10013                         {
10014 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10015 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10016 //                              rsurface.batchsvector3f_bufferoffset = 0;
10017 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10018 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10019 //                              rsurface.batchtvector3f_bufferoffset = 0;
10020                                 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);
10021                         }
10022                         break;
10023                 case Q3DEFORM_WAVE:
10024                         // deform vertex array to make wavey water and flags and such
10025                         waveparms[0] = deform->waveparms[0];
10026                         waveparms[1] = deform->waveparms[1];
10027                         waveparms[2] = deform->waveparms[2];
10028                         waveparms[3] = deform->waveparms[3];
10029                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10030                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10031                         // this is how a divisor of vertex influence on deformation
10032                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10033                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10034 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10035 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10036 //                      rsurface.batchvertex3f_bufferoffset = 0;
10037 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10038 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
10039 //                      rsurface.batchnormal3f_bufferoffset = 0;
10040                         for (j = 0;j < batchnumvertices;j++)
10041                         {
10042                                 // if the wavefunc depends on time, evaluate it per-vertex
10043                                 if (waveparms[3])
10044                                 {
10045                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10046                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10047                                 }
10048                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10049                         }
10050                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10051                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10052                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10053                         {
10054 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10055 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10056 //                              rsurface.batchsvector3f_bufferoffset = 0;
10057 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10058 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10059 //                              rsurface.batchtvector3f_bufferoffset = 0;
10060                                 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);
10061                         }
10062                         break;
10063                 case Q3DEFORM_BULGE:
10064                         // deform vertex array to make the surface have moving bulges
10065 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10066 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10067 //                      rsurface.batchvertex3f_bufferoffset = 0;
10068 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10069 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
10070 //                      rsurface.batchnormal3f_bufferoffset = 0;
10071                         for (j = 0;j < batchnumvertices;j++)
10072                         {
10073                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10074                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10075                         }
10076                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10077                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10078                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10079                         {
10080 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10081 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10082 //                              rsurface.batchsvector3f_bufferoffset = 0;
10083 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10084 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10085 //                              rsurface.batchtvector3f_bufferoffset = 0;
10086                                 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);
10087                         }
10088                         break;
10089                 case Q3DEFORM_MOVE:
10090                         // deform vertex array
10091                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10092                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10093                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10094                         VectorScale(deform->parms, scale, waveparms);
10095 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10096 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10097 //                      rsurface.batchvertex3f_bufferoffset = 0;
10098                         for (j = 0;j < batchnumvertices;j++)
10099                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10100                         break;
10101                 }
10102         }
10103
10104         if (rsurface.batchtexcoordtexture2f)
10105         {
10106         // generate texcoords based on the chosen texcoord source
10107                 switch(rsurface.texture->tcgen.tcgen)
10108                 {
10109                 default:
10110                 case Q3TCGEN_TEXTURE:
10111                         break;
10112                 case Q3TCGEN_LIGHTMAP:
10113         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10114         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10115         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10116                         if (rsurface.batchtexcoordlightmap2f)
10117                                 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
10118                         break;
10119                 case Q3TCGEN_VECTOR:
10120         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10121         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10122         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10123                         for (j = 0;j < batchnumvertices;j++)
10124                         {
10125                                 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10126                                 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10127                         }
10128                         break;
10129                 case Q3TCGEN_ENVIRONMENT:
10130                         // make environment reflections using a spheremap
10131                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10132                         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10133                         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10134                         for (j = 0;j < batchnumvertices;j++)
10135                         {
10136                                 // identical to Q3A's method, but executed in worldspace so
10137                                 // carried models can be shiny too
10138
10139                                 float viewer[3], d, reflected[3], worldreflected[3];
10140
10141                                 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10142                                 // VectorNormalize(viewer);
10143
10144                                 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10145
10146                                 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10147                                 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10148                                 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10149                                 // note: this is proportinal to viewer, so we can normalize later
10150
10151                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10152                                 VectorNormalize(worldreflected);
10153
10154                                 // note: this sphere map only uses world x and z!
10155                                 // so positive and negative y will LOOK THE SAME.
10156                                 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10157                                 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10158                         }
10159                         break;
10160                 }
10161                 // the only tcmod that needs software vertex processing is turbulent, so
10162                 // check for it here and apply the changes if needed
10163                 // and we only support that as the first one
10164                 // (handling a mixture of turbulent and other tcmods would be problematic
10165                 //  without punting it entirely to a software path)
10166                 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10167                 {
10168                         amplitude = rsurface.texture->tcmods[0].parms[1];
10169                         animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
10170         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10171         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10172         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10173                         for (j = 0;j < batchnumvertices;j++)
10174                         {
10175                                 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);
10176                                 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10177                         }
10178                 }
10179         }
10180
10181         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10182         {
10183                 // convert the modified arrays to vertex structs
10184 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10185 //              rsurface.batchvertexmesh_vertexbuffer = NULL;
10186 //              rsurface.batchvertexmesh_bufferoffset = 0;
10187                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10188                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10189                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10190                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10191                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10192                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10193                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10194                 {
10195                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10196                         {
10197                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10198                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10199                         }
10200                 }
10201                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10202                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10203                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10204                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10205                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10206                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10207                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10208                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10209                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10210                 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10211                 {
10212                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10213                         {
10214                                 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10215                                 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10216                         }
10217                 }
10218         }
10219
10220         // upload buffer data for the dynamic batch
10221         if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10222         {
10223                 if (rsurface.batchvertexmesh)
10224                         rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10225                 else
10226                 {
10227                         if (rsurface.batchvertex3f)
10228                                 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10229                         if (rsurface.batchsvector3f)
10230                                 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10231                         if (rsurface.batchtvector3f)
10232                                 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10233                         if (rsurface.batchnormal3f)
10234                                 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10235                         if (rsurface.batchlightmapcolor4f)
10236                                 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10237                         if (rsurface.batchtexcoordtexture2f)
10238                                 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10239                         if (rsurface.batchtexcoordlightmap2f)
10240                                 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10241                         if (rsurface.batchskeletalindex4ub)
10242                                 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10243                         if (rsurface.batchskeletalweight4ub)
10244                                 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10245                 }
10246                 if (rsurface.batchelement3s)
10247                         rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10248                 else if (rsurface.batchelement3i)
10249                         rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10250         }
10251 }
10252
10253 void RSurf_DrawBatch(void)
10254 {
10255         // sometimes a zero triangle surface (usually a degenerate patch) makes it
10256         // through the pipeline, killing it earlier in the pipeline would have
10257         // per-surface overhead rather than per-batch overhead, so it's best to
10258         // reject it here, before it hits glDraw.
10259         if (rsurface.batchnumtriangles == 0)
10260                 return;
10261 #if 0
10262         // batch debugging code
10263         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10264         {
10265                 int i;
10266                 int j;
10267                 int c;
10268                 const int *e;
10269                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10270                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10271                 {
10272                         c = e[i];
10273                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10274                         {
10275                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10276                                 {
10277                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10278                                                 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);
10279                                         break;
10280                                 }
10281                         }
10282                 }
10283         }
10284 #endif
10285         if (rsurface.batchmultidraw)
10286         {
10287                 // issue multiple draws rather than copying index data
10288                 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10289                 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10290                 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10291                 for (i = 0;i < numsurfaces;)
10292                 {
10293                         // combine consecutive surfaces as one draw
10294                         for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10295                                 if (surfacelist[j] != surfacelist[k] + 1)
10296                                         break;
10297                         firstvertex = surfacelist[i]->num_firstvertex;
10298                         endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10299                         firsttriangle = surfacelist[i]->num_firsttriangle;
10300                         endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10301                         R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10302                         i = j;
10303                 }
10304         }
10305         else
10306         {
10307                 // there is only one consecutive run of index data (may have been combined)
10308                 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);
10309         }
10310 }
10311
10312 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10313 {
10314         // pick the closest matching water plane
10315         int planeindex, vertexindex, bestplaneindex = -1;
10316         float d, bestd;
10317         vec3_t vert;
10318         const float *v;
10319         r_waterstate_waterplane_t *p;
10320         qboolean prepared = false;
10321         bestd = 0;
10322         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10323         {
10324                 if(p->camera_entity != rsurface.texture->camera_entity)
10325                         continue;
10326                 d = 0;
10327                 if(!prepared)
10328                 {
10329                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10330                         prepared = true;
10331                         if(rsurface.batchnumvertices == 0)
10332                                 break;
10333                 }
10334                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10335                 {
10336                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10337                         d += fabs(PlaneDiff(vert, &p->plane));
10338                 }
10339                 if (bestd > d || bestplaneindex < 0)
10340                 {
10341                         bestd = d;
10342                         bestplaneindex = planeindex;
10343                 }
10344         }
10345         return bestplaneindex;
10346         // NOTE: this MAY return a totally unrelated water plane; we can ignore
10347         // this situation though, as it might be better to render single larger
10348         // batches with useless stuff (backface culled for example) than to
10349         // render multiple smaller batches
10350 }
10351
10352 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10353 {
10354         int i;
10355         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10356         rsurface.passcolor4f_vertexbuffer = 0;
10357         rsurface.passcolor4f_bufferoffset = 0;
10358         for (i = 0;i < rsurface.batchnumvertices;i++)
10359                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10360 }
10361
10362 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10363 {
10364         int i;
10365         float f;
10366         const float *v;
10367         const float *c;
10368         float *c2;
10369         if (rsurface.passcolor4f)
10370         {
10371                 // generate color arrays
10372                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10373                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10374                 rsurface.passcolor4f_vertexbuffer = 0;
10375                 rsurface.passcolor4f_bufferoffset = 0;
10376                 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)
10377                 {
10378                         f = RSurf_FogVertex(v);
10379                         c2[0] = c[0] * f;
10380                         c2[1] = c[1] * f;
10381                         c2[2] = c[2] * f;
10382                         c2[3] = c[3];
10383                 }
10384         }
10385         else
10386         {
10387                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10388                 rsurface.passcolor4f_vertexbuffer = 0;
10389                 rsurface.passcolor4f_bufferoffset = 0;
10390                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10391                 {
10392                         f = RSurf_FogVertex(v);
10393                         c2[0] = f;
10394                         c2[1] = f;
10395                         c2[2] = f;
10396                         c2[3] = 1;
10397                 }
10398         }
10399 }
10400
10401 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10402 {
10403         int i;
10404         float f;
10405         const float *v;
10406         const float *c;
10407         float *c2;
10408         if (!rsurface.passcolor4f)
10409                 return;
10410         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10411         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10412         rsurface.passcolor4f_vertexbuffer = 0;
10413         rsurface.passcolor4f_bufferoffset = 0;
10414         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)
10415         {
10416                 f = RSurf_FogVertex(v);
10417                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10418                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10419                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10420                 c2[3] = c[3];
10421         }
10422 }
10423
10424 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10425 {
10426         int i;
10427         const float *c;
10428         float *c2;
10429         if (!rsurface.passcolor4f)
10430                 return;
10431         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10432         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10433         rsurface.passcolor4f_vertexbuffer = 0;
10434         rsurface.passcolor4f_bufferoffset = 0;
10435         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10436         {
10437                 c2[0] = c[0] * r;
10438                 c2[1] = c[1] * g;
10439                 c2[2] = c[2] * b;
10440                 c2[3] = c[3] * a;
10441         }
10442 }
10443
10444 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10445 {
10446         int i;
10447         const float *c;
10448         float *c2;
10449         if (!rsurface.passcolor4f)
10450                 return;
10451         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10452         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10453         rsurface.passcolor4f_vertexbuffer = 0;
10454         rsurface.passcolor4f_bufferoffset = 0;
10455         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10456         {
10457                 c2[0] = c[0] + r_refdef.scene.ambient;
10458                 c2[1] = c[1] + r_refdef.scene.ambient;
10459                 c2[2] = c[2] + r_refdef.scene.ambient;
10460                 c2[3] = c[3];
10461         }
10462 }
10463
10464 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10465 {
10466         // TODO: optimize
10467         rsurface.passcolor4f = NULL;
10468         rsurface.passcolor4f_vertexbuffer = 0;
10469         rsurface.passcolor4f_bufferoffset = 0;
10470         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10471         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10472         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10473         GL_Color(r, g, b, a);
10474         R_Mesh_TexBind(0, rsurface.lightmaptexture);
10475         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10476         R_Mesh_TexMatrix(0, NULL);
10477         RSurf_DrawBatch();
10478 }
10479
10480 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10481 {
10482         // TODO: optimize applyfog && applycolor case
10483         // just apply fog if necessary, and tint the fog color array if necessary
10484         rsurface.passcolor4f = NULL;
10485         rsurface.passcolor4f_vertexbuffer = 0;
10486         rsurface.passcolor4f_bufferoffset = 0;
10487         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10488         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10489         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10490         GL_Color(r, g, b, a);
10491         RSurf_DrawBatch();
10492 }
10493
10494 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10495 {
10496         // TODO: optimize
10497         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10498         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10499         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10500         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10501         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10502         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10503         GL_Color(r, g, b, a);
10504         RSurf_DrawBatch();
10505 }
10506
10507 static void RSurf_DrawBatch_GL11_ClampColor(void)
10508 {
10509         int i;
10510         const float *c1;
10511         float *c2;
10512         if (!rsurface.passcolor4f)
10513                 return;
10514         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10515         {
10516                 c2[0] = bound(0.0f, c1[0], 1.0f);
10517                 c2[1] = bound(0.0f, c1[1], 1.0f);
10518                 c2[2] = bound(0.0f, c1[2], 1.0f);
10519                 c2[3] = bound(0.0f, c1[3], 1.0f);
10520         }
10521 }
10522
10523 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10524 {
10525         int i;
10526         float f;
10527         const float *v;
10528         const float *n;
10529         float *c;
10530         //vec3_t eyedir;
10531
10532         // fake shading
10533         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10534         rsurface.passcolor4f_vertexbuffer = 0;
10535         rsurface.passcolor4f_bufferoffset = 0;
10536         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)
10537         {
10538                 f = -DotProduct(r_refdef.view.forward, n);
10539                 f = max(0, f);
10540                 f = f * 0.85 + 0.15; // work around so stuff won't get black
10541                 f *= r_refdef.lightmapintensity;
10542                 Vector4Set(c, f, f, f, 1);
10543         }
10544 }
10545
10546 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10547 {
10548         RSurf_DrawBatch_GL11_ApplyFakeLight();
10549         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10550         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10551         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10552         GL_Color(r, g, b, a);
10553         RSurf_DrawBatch();
10554 }
10555
10556 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10557 {
10558         int i;
10559         float f;
10560         float alpha;
10561         const float *v;
10562         const float *n;
10563         float *c;
10564         vec3_t ambientcolor;
10565         vec3_t diffusecolor;
10566         vec3_t lightdir;
10567         // TODO: optimize
10568         // model lighting
10569         VectorCopy(rsurface.modellight_lightdir, lightdir);
10570         f = 0.5f * r_refdef.lightmapintensity;
10571         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10572         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10573         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10574         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10575         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10576         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10577         alpha = *a;
10578         if (VectorLength2(diffusecolor) > 0)
10579         {
10580                 // q3-style directional shading
10581                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10582                 rsurface.passcolor4f_vertexbuffer = 0;
10583                 rsurface.passcolor4f_bufferoffset = 0;
10584                 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)
10585                 {
10586                         if ((f = DotProduct(n, lightdir)) > 0)
10587                                 VectorMA(ambientcolor, f, diffusecolor, c);
10588                         else
10589                                 VectorCopy(ambientcolor, c);
10590                         c[3] = alpha;
10591                 }
10592                 *r = 1;
10593                 *g = 1;
10594                 *b = 1;
10595                 *a = 1;
10596                 *applycolor = false;
10597         }
10598         else
10599         {
10600                 *r = ambientcolor[0];
10601                 *g = ambientcolor[1];
10602                 *b = ambientcolor[2];
10603                 rsurface.passcolor4f = NULL;
10604                 rsurface.passcolor4f_vertexbuffer = 0;
10605                 rsurface.passcolor4f_bufferoffset = 0;
10606         }
10607 }
10608
10609 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10610 {
10611         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10612         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10613         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10614         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10615         GL_Color(r, g, b, a);
10616         RSurf_DrawBatch();
10617 }
10618
10619 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10620 {
10621         int i;
10622         float f;
10623         const float *v;
10624         float *c;
10625
10626         // fake shading
10627         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10628         rsurface.passcolor4f_vertexbuffer = 0;
10629         rsurface.passcolor4f_bufferoffset = 0;
10630
10631         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10632         {
10633                 f = 1 - RSurf_FogVertex(v);
10634                 c[0] = r;
10635                 c[1] = g;
10636                 c[2] = b;
10637                 c[3] = f * a;
10638         }
10639 }
10640
10641 void RSurf_SetupDepthAndCulling(void)
10642 {
10643         // submodels are biased to avoid z-fighting with world surfaces that they
10644         // may be exactly overlapping (avoids z-fighting artifacts on certain
10645         // doors and things in Quake maps)
10646         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10647         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10648         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10649         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10650 }
10651
10652 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10653 {
10654         // transparent sky would be ridiculous
10655         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10656                 return;
10657         R_SetupShader_Generic_NoTexture(false, false);
10658         skyrenderlater = true;
10659         RSurf_SetupDepthAndCulling();
10660         GL_DepthMask(true);
10661         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10662         // skymasking on them, and Quake3 never did sky masking (unlike
10663         // software Quake and software Quake2), so disable the sky masking
10664         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10665         // and skymasking also looks very bad when noclipping outside the
10666         // level, so don't use it then either.
10667         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10668         {
10669                 R_Mesh_ResetTextureState();
10670                 if (skyrendermasked)
10671                 {
10672                         R_SetupShader_DepthOrShadow(false, false, false);
10673                         // depth-only (masking)
10674                         GL_ColorMask(0,0,0,0);
10675                         // just to make sure that braindead drivers don't draw
10676                         // anything despite that colormask...
10677                         GL_BlendFunc(GL_ZERO, GL_ONE);
10678                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10679                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10680                 }
10681                 else
10682                 {
10683                         R_SetupShader_Generic_NoTexture(false, false);
10684                         // fog sky
10685                         GL_BlendFunc(GL_ONE, GL_ZERO);
10686                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10687                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10688                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10689                 }
10690                 RSurf_DrawBatch();
10691                 if (skyrendermasked)
10692                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10693         }
10694         R_Mesh_ResetTextureState();
10695         GL_Color(1, 1, 1, 1);
10696 }
10697
10698 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10699 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10700 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10701 {
10702         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10703                 return;
10704         if (prepass)
10705         {
10706                 // render screenspace normalmap to texture
10707                 GL_DepthMask(true);
10708                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10709                 RSurf_DrawBatch();
10710                 return;
10711         }
10712
10713         // bind lightmap texture
10714
10715         // water/refraction/reflection/camera surfaces have to be handled specially
10716         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10717         {
10718                 int start, end, startplaneindex;
10719                 for (start = 0;start < texturenumsurfaces;start = end)
10720                 {
10721                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10722                         if(startplaneindex < 0)
10723                         {
10724                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10725                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10726                                 end = start + 1;
10727                                 continue;
10728                         }
10729                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10730                                 ;
10731                         // now that we have a batch using the same planeindex, render it
10732                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10733                         {
10734                                 // render water or distortion background
10735                                 GL_DepthMask(true);
10736                                 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);
10737                                 RSurf_DrawBatch();
10738                                 // blend surface on top
10739                                 GL_DepthMask(false);
10740                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10741                                 RSurf_DrawBatch();
10742                         }
10743                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10744                         {
10745                                 // render surface with reflection texture as input
10746                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10747                                 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);
10748                                 RSurf_DrawBatch();
10749                         }
10750                 }
10751                 return;
10752         }
10753
10754         // render surface batch normally
10755         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10756         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);
10757         RSurf_DrawBatch();
10758 }
10759
10760 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10761 {
10762         // OpenGL 1.3 path - anything not completely ancient
10763         qboolean applycolor;
10764         qboolean applyfog;
10765         int layerindex;
10766         const texturelayer_t *layer;
10767         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);
10768         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10769
10770         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10771         {
10772                 vec4_t layercolor;
10773                 int layertexrgbscale;
10774                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10775                 {
10776                         if (layerindex == 0)
10777                                 GL_AlphaTest(true);
10778                         else
10779                         {
10780                                 GL_AlphaTest(false);
10781                                 GL_DepthFunc(GL_EQUAL);
10782                         }
10783                 }
10784                 GL_DepthMask(layer->depthmask && writedepth);
10785                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10786                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10787                 {
10788                         layertexrgbscale = 4;
10789                         VectorScale(layer->color, 0.25f, layercolor);
10790                 }
10791                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10792                 {
10793                         layertexrgbscale = 2;
10794                         VectorScale(layer->color, 0.5f, layercolor);
10795                 }
10796                 else
10797                 {
10798                         layertexrgbscale = 1;
10799                         VectorScale(layer->color, 1.0f, layercolor);
10800                 }
10801                 layercolor[3] = layer->color[3];
10802                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10803                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10804                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10805                 switch (layer->type)
10806                 {
10807                 case TEXTURELAYERTYPE_LITTEXTURE:
10808                         // single-pass lightmapped texture with 2x rgbscale
10809                         R_Mesh_TexBind(0, r_texture_white);
10810                         R_Mesh_TexMatrix(0, NULL);
10811                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10812                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10813                         R_Mesh_TexBind(1, layer->texture);
10814                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10815                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10816                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10817                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10818                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10819                         else if (FAKELIGHT_ENABLED)
10820                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10821                         else if (rsurface.uselightmaptexture)
10822                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10823                         else
10824                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10825                         break;
10826                 case TEXTURELAYERTYPE_TEXTURE:
10827                         // singletexture unlit texture with transparency support
10828                         R_Mesh_TexBind(0, layer->texture);
10829                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10830                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10831                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10832                         R_Mesh_TexBind(1, 0);
10833                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10834                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10835                         break;
10836                 case TEXTURELAYERTYPE_FOG:
10837                         // singletexture fogging
10838                         if (layer->texture)
10839                         {
10840                                 R_Mesh_TexBind(0, layer->texture);
10841                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10842                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10843                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10844                         }
10845                         else
10846                         {
10847                                 R_Mesh_TexBind(0, 0);
10848                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10849                         }
10850                         R_Mesh_TexBind(1, 0);
10851                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10852                         // generate a color array for the fog pass
10853                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10854                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10855                         RSurf_DrawBatch();
10856                         break;
10857                 default:
10858                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10859                 }
10860         }
10861         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10862         {
10863                 GL_DepthFunc(GL_LEQUAL);
10864                 GL_AlphaTest(false);
10865         }
10866 }
10867
10868 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10869 {
10870         // OpenGL 1.1 - crusty old voodoo path
10871         qboolean applyfog;
10872         int layerindex;
10873         const texturelayer_t *layer;
10874         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);
10875         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10876
10877         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10878         {
10879                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10880                 {
10881                         if (layerindex == 0)
10882                                 GL_AlphaTest(true);
10883                         else
10884                         {
10885                                 GL_AlphaTest(false);
10886                                 GL_DepthFunc(GL_EQUAL);
10887                         }
10888                 }
10889                 GL_DepthMask(layer->depthmask && writedepth);
10890                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10891                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10892                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10893                 switch (layer->type)
10894                 {
10895                 case TEXTURELAYERTYPE_LITTEXTURE:
10896                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10897                         {
10898                                 // two-pass lit texture with 2x rgbscale
10899                                 // first the lightmap pass
10900                                 R_Mesh_TexBind(0, r_texture_white);
10901                                 R_Mesh_TexMatrix(0, NULL);
10902                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10903                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10904                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10905                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10906                                 else if (FAKELIGHT_ENABLED)
10907                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10908                                 else if (rsurface.uselightmaptexture)
10909                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10910                                 else
10911                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10912                                 // then apply the texture to it
10913                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10914                                 R_Mesh_TexBind(0, layer->texture);
10915                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10916                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10917                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10918                                 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);
10919                         }
10920                         else
10921                         {
10922                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10923                                 R_Mesh_TexBind(0, layer->texture);
10924                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10925                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10926                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10927                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10928                                         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);
10929                                 else if (FAKELIGHT_ENABLED)
10930                                         RSurf_DrawBatch_GL11_FakeLight(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);
10931                                 else
10932                                         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);
10933                         }
10934                         break;
10935                 case TEXTURELAYERTYPE_TEXTURE:
10936                         // singletexture unlit texture with transparency support
10937                         R_Mesh_TexBind(0, layer->texture);
10938                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10939                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10940                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10941                         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);
10942                         break;
10943                 case TEXTURELAYERTYPE_FOG:
10944                         // singletexture fogging
10945                         if (layer->texture)
10946                         {
10947                                 R_Mesh_TexBind(0, layer->texture);
10948                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10949                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10950                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10951                         }
10952                         else
10953                         {
10954                                 R_Mesh_TexBind(0, 0);
10955                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10956                         }
10957                         // generate a color array for the fog pass
10958                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10959                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10960                         RSurf_DrawBatch();
10961                         break;
10962                 default:
10963                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10964                 }
10965         }
10966         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10967         {
10968                 GL_DepthFunc(GL_LEQUAL);
10969                 GL_AlphaTest(false);
10970         }
10971 }
10972
10973 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10974 {
10975         int vi;
10976         int j;
10977         r_vertexgeneric_t *batchvertex;
10978         float c[4];
10979
10980 //      R_Mesh_ResetTextureState();
10981         R_SetupShader_Generic_NoTexture(false, false);
10982
10983         if(rsurface.texture && rsurface.texture->currentskinframe)
10984         {
10985                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10986                 c[3] *= rsurface.texture->currentalpha;
10987         }
10988         else
10989         {
10990                 c[0] = 1;
10991                 c[1] = 0;
10992                 c[2] = 1;
10993                 c[3] = 1;
10994         }
10995
10996         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10997         {
10998                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10999                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11000                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11001         }
11002
11003         // brighten it up (as texture value 127 means "unlit")
11004         c[0] *= 2 * r_refdef.view.colorscale;
11005         c[1] *= 2 * r_refdef.view.colorscale;
11006         c[2] *= 2 * r_refdef.view.colorscale;
11007
11008         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11009                 c[3] *= r_wateralpha.value;
11010
11011         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11012         {
11013                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11014                 GL_DepthMask(false);
11015         }
11016         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11017         {
11018                 GL_BlendFunc(GL_ONE, GL_ONE);
11019                 GL_DepthMask(false);
11020         }
11021         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11022         {
11023                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11024                 GL_DepthMask(false);
11025         }
11026         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11027         {
11028                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11029                 GL_DepthMask(false);
11030         }
11031         else
11032         {
11033                 GL_BlendFunc(GL_ONE, GL_ZERO);
11034                 GL_DepthMask(writedepth);
11035         }
11036
11037         if (r_showsurfaces.integer == 3)
11038         {
11039                 rsurface.passcolor4f = NULL;
11040
11041                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11042                 {
11043                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11044
11045                         rsurface.passcolor4f = NULL;
11046                         rsurface.passcolor4f_vertexbuffer = 0;
11047                         rsurface.passcolor4f_bufferoffset = 0;
11048                 }
11049                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11050                 {
11051                         qboolean applycolor = true;
11052                         float one = 1.0;
11053
11054                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11055
11056                         r_refdef.lightmapintensity = 1;
11057                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11058                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11059                 }
11060                 else if (FAKELIGHT_ENABLED)
11061                 {
11062                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11063
11064                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
11065                         RSurf_DrawBatch_GL11_ApplyFakeLight();
11066                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11067                 }
11068                 else
11069                 {
11070                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11071
11072                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11073                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11074                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11075                 }
11076
11077                 if(!rsurface.passcolor4f)
11078                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11079
11080                 RSurf_DrawBatch_GL11_ApplyAmbient();
11081                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11082                 if(r_refdef.fogenabled)
11083                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11084                 RSurf_DrawBatch_GL11_ClampColor();
11085
11086                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11087                 R_SetupShader_Generic_NoTexture(false, false);
11088                 RSurf_DrawBatch();
11089         }
11090         else if (!r_refdef.view.showdebug)
11091         {
11092                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11093                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11094                 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11095                 {
11096                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11097                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11098                 }
11099                 R_Mesh_PrepareVertices_Generic_Unlock();
11100                 RSurf_DrawBatch();
11101         }
11102         else if (r_showsurfaces.integer == 4)
11103         {
11104                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11105                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11106                 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11107                 {
11108                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
11109                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11110                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
11111                 }
11112                 R_Mesh_PrepareVertices_Generic_Unlock();
11113                 RSurf_DrawBatch();
11114         }
11115         else if (r_showsurfaces.integer == 2)
11116         {
11117                 const int *e;
11118                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11119                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11120                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11121                 {
11122                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11123                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11124                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11125                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11126                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
11127                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
11128                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
11129                 }
11130                 R_Mesh_PrepareVertices_Generic_Unlock();
11131                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11132         }
11133         else
11134         {
11135                 int texturesurfaceindex;
11136                 int k;
11137                 const msurface_t *surface;
11138                 float surfacecolor4f[4];
11139                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11140                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11141                 vi = 0;
11142                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11143                 {
11144                         surface = texturesurfacelist[texturesurfaceindex];
11145                         k = (int)(((size_t)surface) / sizeof(msurface_t));
11146                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11147                         for (j = 0;j < surface->num_vertices;j++)
11148                         {
11149                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11150                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11151                                 vi++;
11152                         }
11153                 }
11154                 R_Mesh_PrepareVertices_Generic_Unlock();
11155                 RSurf_DrawBatch();
11156         }
11157 }
11158
11159 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11160 {
11161         CHECKGLERROR
11162         RSurf_SetupDepthAndCulling();
11163         if (r_showsurfaces.integer)
11164         {
11165                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11166                 return;
11167         }
11168         switch (vid.renderpath)
11169         {
11170         case RENDERPATH_GL20:
11171         case RENDERPATH_D3D9:
11172         case RENDERPATH_D3D10:
11173         case RENDERPATH_D3D11:
11174         case RENDERPATH_SOFT:
11175         case RENDERPATH_GLES2:
11176                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11177                 break;
11178         case RENDERPATH_GL13:
11179         case RENDERPATH_GLES1:
11180                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11181                 break;
11182         case RENDERPATH_GL11:
11183                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11184                 break;
11185         }
11186         CHECKGLERROR
11187 }
11188
11189 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11190 {
11191         CHECKGLERROR
11192         RSurf_SetupDepthAndCulling();
11193         if (r_showsurfaces.integer)
11194         {
11195                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11196                 return;
11197         }
11198         switch (vid.renderpath)
11199         {
11200         case RENDERPATH_GL20:
11201         case RENDERPATH_D3D9:
11202         case RENDERPATH_D3D10:
11203         case RENDERPATH_D3D11:
11204         case RENDERPATH_SOFT:
11205         case RENDERPATH_GLES2:
11206                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11207                 break;
11208         case RENDERPATH_GL13:
11209         case RENDERPATH_GLES1:
11210                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11211                 break;
11212         case RENDERPATH_GL11:
11213                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11214                 break;
11215         }
11216         CHECKGLERROR
11217 }
11218
11219 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11220 {
11221         int i, j;
11222         int texturenumsurfaces, endsurface;
11223         texture_t *texture;
11224         const msurface_t *surface;
11225         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11226
11227         // if the model is static it doesn't matter what value we give for
11228         // wantnormals and wanttangents, so this logic uses only rules applicable
11229         // to a model, knowing that they are meaningless otherwise
11230         if (ent == r_refdef.scene.worldentity)
11231                 RSurf_ActiveWorldEntity();
11232         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11233                 RSurf_ActiveModelEntity(ent, false, false, false);
11234         else
11235         {
11236                 switch (vid.renderpath)
11237                 {
11238                 case RENDERPATH_GL20:
11239                 case RENDERPATH_D3D9:
11240                 case RENDERPATH_D3D10:
11241                 case RENDERPATH_D3D11:
11242                 case RENDERPATH_SOFT:
11243                 case RENDERPATH_GLES2:
11244                         RSurf_ActiveModelEntity(ent, true, true, false);
11245                         break;
11246                 case RENDERPATH_GL11:
11247                 case RENDERPATH_GL13:
11248                 case RENDERPATH_GLES1:
11249                         RSurf_ActiveModelEntity(ent, true, false, false);
11250                         break;
11251                 }
11252         }
11253
11254         if (r_transparentdepthmasking.integer)
11255         {
11256                 qboolean setup = false;
11257                 for (i = 0;i < numsurfaces;i = j)
11258                 {
11259                         j = i + 1;
11260                         surface = rsurface.modelsurfaces + surfacelist[i];
11261                         texture = surface->texture;
11262                         rsurface.texture = R_GetCurrentTexture(texture);
11263                         rsurface.lightmaptexture = NULL;
11264                         rsurface.deluxemaptexture = NULL;
11265                         rsurface.uselightmaptexture = false;
11266                         // scan ahead until we find a different texture
11267                         endsurface = min(i + 1024, numsurfaces);
11268                         texturenumsurfaces = 0;
11269                         texturesurfacelist[texturenumsurfaces++] = surface;
11270                         for (;j < endsurface;j++)
11271                         {
11272                                 surface = rsurface.modelsurfaces + surfacelist[j];
11273                                 if (texture != surface->texture)
11274                                         break;
11275                                 texturesurfacelist[texturenumsurfaces++] = surface;
11276                         }
11277                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11278                                 continue;
11279                         // render the range of surfaces as depth
11280                         if (!setup)
11281                         {
11282                                 setup = true;
11283                                 GL_ColorMask(0,0,0,0);
11284                                 GL_Color(1,1,1,1);
11285                                 GL_DepthTest(true);
11286                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11287                                 GL_DepthMask(true);
11288 //                              R_Mesh_ResetTextureState();
11289                         }
11290                         RSurf_SetupDepthAndCulling();
11291                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11292                         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11293                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11294                         RSurf_DrawBatch();
11295                 }
11296                 if (setup)
11297                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11298         }
11299
11300         for (i = 0;i < numsurfaces;i = j)
11301         {
11302                 j = i + 1;
11303                 surface = rsurface.modelsurfaces + surfacelist[i];
11304                 texture = surface->texture;
11305                 rsurface.texture = R_GetCurrentTexture(texture);
11306                 // scan ahead until we find a different texture
11307                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11308                 texturenumsurfaces = 0;
11309                 texturesurfacelist[texturenumsurfaces++] = surface;
11310                 if(FAKELIGHT_ENABLED)
11311                 {
11312                         rsurface.lightmaptexture = NULL;
11313                         rsurface.deluxemaptexture = NULL;
11314                         rsurface.uselightmaptexture = false;
11315                         for (;j < endsurface;j++)
11316                         {
11317                                 surface = rsurface.modelsurfaces + surfacelist[j];
11318                                 if (texture != surface->texture)
11319                                         break;
11320                                 texturesurfacelist[texturenumsurfaces++] = surface;
11321                         }
11322                 }
11323                 else
11324                 {
11325                         rsurface.lightmaptexture = surface->lightmaptexture;
11326                         rsurface.deluxemaptexture = surface->deluxemaptexture;
11327                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11328                         for (;j < endsurface;j++)
11329                         {
11330                                 surface = rsurface.modelsurfaces + surfacelist[j];
11331                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11332                                         break;
11333                                 texturesurfacelist[texturenumsurfaces++] = surface;
11334                         }
11335                 }
11336                 // render the range of surfaces
11337                 if (ent == r_refdef.scene.worldentity)
11338                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11339                 else
11340                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11341         }
11342         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11343 }
11344
11345 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11346 {
11347         // transparent surfaces get pushed off into the transparent queue
11348         int surfacelistindex;
11349         const msurface_t *surface;
11350         vec3_t tempcenter, center;
11351         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11352         {
11353                 surface = texturesurfacelist[surfacelistindex];
11354                 if (r_transparent_sortsurfacesbynearest.integer)
11355                 {
11356                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11357                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11358                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11359                 }
11360                 else
11361                 {
11362                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11363                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11364                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11365                 }
11366                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11367                 if (rsurface.entity->transparent_offset) // transparent offset
11368                 {
11369                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11370                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11371                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11372                 }
11373                 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11374         }
11375 }
11376
11377 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11378 {
11379         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11380                 return;
11381         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11382                 return;
11383         RSurf_SetupDepthAndCulling();
11384         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11385         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11386         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11387         RSurf_DrawBatch();
11388 }
11389
11390 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11391 {
11392         CHECKGLERROR
11393         if (depthonly)
11394                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11395         else if (prepass)
11396         {
11397                 if (!rsurface.texture->currentnumlayers)
11398                         return;
11399                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11400                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11401                 else
11402                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11403         }
11404         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11405                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11406         else if (!rsurface.texture->currentnumlayers)
11407                 return;
11408         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11409         {
11410                 // in the deferred case, transparent surfaces were queued during prepass
11411                 if (!r_shadow_usingdeferredprepass)
11412                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11413         }
11414         else
11415         {
11416                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11417                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11418         }
11419         CHECKGLERROR
11420 }
11421
11422 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11423 {
11424         int i, j;
11425         texture_t *texture;
11426         R_FrameData_SetMark();
11427         // break the surface list down into batches by texture and use of lightmapping
11428         for (i = 0;i < numsurfaces;i = j)
11429         {
11430                 j = i + 1;
11431                 // texture is the base texture pointer, rsurface.texture is the
11432                 // current frame/skin the texture is directing us to use (for example
11433                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11434                 // use skin 1 instead)
11435                 texture = surfacelist[i]->texture;
11436                 rsurface.texture = R_GetCurrentTexture(texture);
11437                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11438                 {
11439                         // if this texture is not the kind we want, skip ahead to the next one
11440                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11441                                 ;
11442                         continue;
11443                 }
11444                 if(FAKELIGHT_ENABLED || depthonly || prepass)
11445                 {
11446                         rsurface.lightmaptexture = NULL;
11447                         rsurface.deluxemaptexture = NULL;
11448                         rsurface.uselightmaptexture = false;
11449                         // simply scan ahead until we find a different texture or lightmap state
11450                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11451                                 ;
11452                 }
11453                 else
11454                 {
11455                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11456                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11457                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11458                         // simply scan ahead until we find a different texture or lightmap state
11459                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11460                                 ;
11461                 }
11462                 // render the range of surfaces
11463                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11464         }
11465         R_FrameData_ReturnToMark();
11466 }
11467
11468 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11469 {
11470         CHECKGLERROR
11471         if (depthonly)
11472                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11473         else if (prepass)
11474         {
11475                 if (!rsurface.texture->currentnumlayers)
11476                         return;
11477                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11478                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11479                 else
11480                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11481         }
11482         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11483                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11484         else if (!rsurface.texture->currentnumlayers)
11485                 return;
11486         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11487         {
11488                 // in the deferred case, transparent surfaces were queued during prepass
11489                 if (!r_shadow_usingdeferredprepass)
11490                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11491         }
11492         else
11493         {
11494                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11495                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11496         }
11497         CHECKGLERROR
11498 }
11499
11500 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11501 {
11502         int i, j;
11503         texture_t *texture;
11504         R_FrameData_SetMark();
11505         // break the surface list down into batches by texture and use of lightmapping
11506         for (i = 0;i < numsurfaces;i = j)
11507         {
11508                 j = i + 1;
11509                 // texture is the base texture pointer, rsurface.texture is the
11510                 // current frame/skin the texture is directing us to use (for example
11511                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11512                 // use skin 1 instead)
11513                 texture = surfacelist[i]->texture;
11514                 rsurface.texture = R_GetCurrentTexture(texture);
11515                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11516                 {
11517                         // if this texture is not the kind we want, skip ahead to the next one
11518                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11519                                 ;
11520                         continue;
11521                 }
11522                 if(FAKELIGHT_ENABLED || depthonly || prepass)
11523                 {
11524                         rsurface.lightmaptexture = NULL;
11525                         rsurface.deluxemaptexture = NULL;
11526                         rsurface.uselightmaptexture = false;
11527                         // simply scan ahead until we find a different texture or lightmap state
11528                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11529                                 ;
11530                 }
11531                 else
11532                 {
11533                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11534                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11535                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11536                         // simply scan ahead until we find a different texture or lightmap state
11537                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11538                                 ;
11539                 }
11540                 // render the range of surfaces
11541                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11542         }
11543         R_FrameData_ReturnToMark();
11544 }
11545
11546 float locboxvertex3f[6*4*3] =
11547 {
11548         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11549         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11550         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11551         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11552         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11553         1,0,0, 0,0,0, 0,1,0, 1,1,0
11554 };
11555
11556 unsigned short locboxelements[6*2*3] =
11557 {
11558          0, 1, 2, 0, 2, 3,
11559          4, 5, 6, 4, 6, 7,
11560          8, 9,10, 8,10,11,
11561         12,13,14, 12,14,15,
11562         16,17,18, 16,18,19,
11563         20,21,22, 20,22,23
11564 };
11565
11566 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11567 {
11568         int i, j;
11569         cl_locnode_t *loc = (cl_locnode_t *)ent;
11570         vec3_t mins, size;
11571         float vertex3f[6*4*3];
11572         CHECKGLERROR
11573         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11574         GL_DepthMask(false);
11575         GL_DepthRange(0, 1);
11576         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11577         GL_DepthTest(true);
11578         GL_CullFace(GL_NONE);
11579         R_EntityMatrix(&identitymatrix);
11580
11581 //      R_Mesh_ResetTextureState();
11582
11583         i = surfacelist[0];
11584         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11585                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11586                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11587                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11588
11589         if (VectorCompare(loc->mins, loc->maxs))
11590         {
11591                 VectorSet(size, 2, 2, 2);
11592                 VectorMA(loc->mins, -0.5f, size, mins);
11593         }
11594         else
11595         {
11596                 VectorCopy(loc->mins, mins);
11597                 VectorSubtract(loc->maxs, loc->mins, size);
11598         }
11599
11600         for (i = 0;i < 6*4*3;)
11601                 for (j = 0;j < 3;j++, i++)
11602                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11603
11604         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11605         R_SetupShader_Generic_NoTexture(false, false);
11606         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11607 }
11608
11609 void R_DrawLocs(void)
11610 {
11611         int index;
11612         cl_locnode_t *loc, *nearestloc;
11613         vec3_t center;
11614         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11615         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11616         {
11617                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11618                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11619         }
11620 }
11621
11622 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11623 {
11624         if (decalsystem->decals)
11625                 Mem_Free(decalsystem->decals);
11626         memset(decalsystem, 0, sizeof(*decalsystem));
11627 }
11628
11629 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)
11630 {
11631         tridecal_t *decal;
11632         tridecal_t *decals;
11633         int i;
11634
11635         // expand or initialize the system
11636         if (decalsystem->maxdecals <= decalsystem->numdecals)
11637         {
11638                 decalsystem_t old = *decalsystem;
11639                 qboolean useshortelements;
11640                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11641                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11642                 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)));
11643                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11644                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11645                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11646                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11647                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11648                 if (decalsystem->numdecals)
11649                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11650                 if (old.decals)
11651                         Mem_Free(old.decals);
11652                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11653                         decalsystem->element3i[i] = i;
11654                 if (useshortelements)
11655                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11656                                 decalsystem->element3s[i] = i;
11657         }
11658
11659         // grab a decal and search for another free slot for the next one
11660         decals = decalsystem->decals;
11661         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11662         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11663                 ;
11664         decalsystem->freedecal = i;
11665         if (decalsystem->numdecals <= i)
11666                 decalsystem->numdecals = i + 1;
11667
11668         // initialize the decal
11669         decal->lived = 0;
11670         decal->triangleindex = triangleindex;
11671         decal->surfaceindex = surfaceindex;
11672         decal->decalsequence = decalsequence;
11673         decal->color4f[0][0] = c0[0];
11674         decal->color4f[0][1] = c0[1];
11675         decal->color4f[0][2] = c0[2];
11676         decal->color4f[0][3] = 1;
11677         decal->color4f[1][0] = c1[0];
11678         decal->color4f[1][1] = c1[1];
11679         decal->color4f[1][2] = c1[2];
11680         decal->color4f[1][3] = 1;
11681         decal->color4f[2][0] = c2[0];
11682         decal->color4f[2][1] = c2[1];
11683         decal->color4f[2][2] = c2[2];
11684         decal->color4f[2][3] = 1;
11685         decal->vertex3f[0][0] = v0[0];
11686         decal->vertex3f[0][1] = v0[1];
11687         decal->vertex3f[0][2] = v0[2];
11688         decal->vertex3f[1][0] = v1[0];
11689         decal->vertex3f[1][1] = v1[1];
11690         decal->vertex3f[1][2] = v1[2];
11691         decal->vertex3f[2][0] = v2[0];
11692         decal->vertex3f[2][1] = v2[1];
11693         decal->vertex3f[2][2] = v2[2];
11694         decal->texcoord2f[0][0] = t0[0];
11695         decal->texcoord2f[0][1] = t0[1];
11696         decal->texcoord2f[1][0] = t1[0];
11697         decal->texcoord2f[1][1] = t1[1];
11698         decal->texcoord2f[2][0] = t2[0];
11699         decal->texcoord2f[2][1] = t2[1];
11700         TriangleNormal(v0, v1, v2, decal->plane);
11701         VectorNormalize(decal->plane);
11702         decal->plane[3] = DotProduct(v0, decal->plane);
11703 }
11704
11705 extern cvar_t cl_decals_bias;
11706 extern cvar_t cl_decals_models;
11707 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11708 // baseparms, parms, temps
11709 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)
11710 {
11711         int cornerindex;
11712         int index;
11713         float v[9][3];
11714         const float *vertex3f;
11715         const float *normal3f;
11716         int numpoints;
11717         float points[2][9][3];
11718         float temp[3];
11719         float tc[9][2];
11720         float f;
11721         float c[9][4];
11722         const int *e;
11723
11724         e = rsurface.modelelement3i + 3*triangleindex;
11725
11726         vertex3f = rsurface.modelvertex3f;
11727         normal3f = rsurface.modelnormal3f;
11728
11729         if (normal3f)
11730         {
11731                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11732                 {
11733                         index = 3*e[cornerindex];
11734                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11735                 }
11736         }
11737         else
11738         {
11739                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11740                 {
11741                         index = 3*e[cornerindex];
11742                         VectorCopy(vertex3f + index, v[cornerindex]);
11743                 }
11744         }
11745
11746         // cull backfaces
11747         //TriangleNormal(v[0], v[1], v[2], normal);
11748         //if (DotProduct(normal, localnormal) < 0.0f)
11749         //      continue;
11750         // clip by each of the box planes formed from the projection matrix
11751         // if anything survives, we emit the decal
11752         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]);
11753         if (numpoints < 3)
11754                 return;
11755         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]);
11756         if (numpoints < 3)
11757                 return;
11758         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]);
11759         if (numpoints < 3)
11760                 return;
11761         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]);
11762         if (numpoints < 3)
11763                 return;
11764         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]);
11765         if (numpoints < 3)
11766                 return;
11767         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]);
11768         if (numpoints < 3)
11769                 return;
11770         // some part of the triangle survived, so we have to accept it...
11771         if (dynamic)
11772         {
11773                 // dynamic always uses the original triangle
11774                 numpoints = 3;
11775                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11776                 {
11777                         index = 3*e[cornerindex];
11778                         VectorCopy(vertex3f + index, v[cornerindex]);
11779                 }
11780         }
11781         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11782         {
11783                 // convert vertex positions to texcoords
11784                 Matrix4x4_Transform(projection, v[cornerindex], temp);
11785                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11786                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11787                 // calculate distance fade from the projection origin
11788                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11789                 f = bound(0.0f, f, 1.0f);
11790                 c[cornerindex][0] = r * f;
11791                 c[cornerindex][1] = g * f;
11792                 c[cornerindex][2] = b * f;
11793                 c[cornerindex][3] = 1.0f;
11794                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11795         }
11796         if (dynamic)
11797                 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);
11798         else
11799                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11800                         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);
11801 }
11802 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)
11803 {
11804         matrix4x4_t projection;
11805         decalsystem_t *decalsystem;
11806         qboolean dynamic;
11807         dp_model_t *model;
11808         const msurface_t *surface;
11809         const msurface_t *surfaces;
11810         const int *surfacelist;
11811         const texture_t *texture;
11812         int numtriangles;
11813         int numsurfacelist;
11814         int surfacelistindex;
11815         int surfaceindex;
11816         int triangleindex;
11817         float localorigin[3];
11818         float localnormal[3];
11819         float localmins[3];
11820         float localmaxs[3];
11821         float localsize;
11822         //float normal[3];
11823         float planes[6][4];
11824         float angles[3];
11825         bih_t *bih;
11826         int bih_triangles_count;
11827         int bih_triangles[256];
11828         int bih_surfaces[256];
11829
11830         decalsystem = &ent->decalsystem;
11831         model = ent->model;
11832         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11833         {
11834                 R_DecalSystem_Reset(&ent->decalsystem);
11835                 return;
11836         }
11837
11838         if (!model->brush.data_leafs && !cl_decals_models.integer)
11839         {
11840                 if (decalsystem->model)
11841                         R_DecalSystem_Reset(decalsystem);
11842                 return;
11843         }
11844
11845         if (decalsystem->model != model)
11846                 R_DecalSystem_Reset(decalsystem);
11847         decalsystem->model = model;
11848
11849         RSurf_ActiveModelEntity(ent, true, false, false);
11850
11851         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11852         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11853         VectorNormalize(localnormal);
11854         localsize = worldsize*rsurface.inversematrixscale;
11855         localmins[0] = localorigin[0] - localsize;
11856         localmins[1] = localorigin[1] - localsize;
11857         localmins[2] = localorigin[2] - localsize;
11858         localmaxs[0] = localorigin[0] + localsize;
11859         localmaxs[1] = localorigin[1] + localsize;
11860         localmaxs[2] = localorigin[2] + localsize;
11861
11862         //VectorCopy(localnormal, planes[4]);
11863         //VectorVectors(planes[4], planes[2], planes[0]);
11864         AnglesFromVectors(angles, localnormal, NULL, false);
11865         AngleVectors(angles, planes[0], planes[2], planes[4]);
11866         VectorNegate(planes[0], planes[1]);
11867         VectorNegate(planes[2], planes[3]);
11868         VectorNegate(planes[4], planes[5]);
11869         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11870         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11871         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11872         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11873         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11874         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11875
11876 #if 1
11877 // works
11878 {
11879         matrix4x4_t forwardprojection;
11880         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11881         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11882 }
11883 #else
11884 // broken
11885 {
11886         float projectionvector[4][3];
11887         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11888         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11889         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11890         projectionvector[0][0] = planes[0][0] * ilocalsize;
11891         projectionvector[0][1] = planes[1][0] * ilocalsize;
11892         projectionvector[0][2] = planes[2][0] * ilocalsize;
11893         projectionvector[1][0] = planes[0][1] * ilocalsize;
11894         projectionvector[1][1] = planes[1][1] * ilocalsize;
11895         projectionvector[1][2] = planes[2][1] * ilocalsize;
11896         projectionvector[2][0] = planes[0][2] * ilocalsize;
11897         projectionvector[2][1] = planes[1][2] * ilocalsize;
11898         projectionvector[2][2] = planes[2][2] * ilocalsize;
11899         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11900         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11901         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11902         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11903 }
11904 #endif
11905
11906         dynamic = model->surfmesh.isanimated;
11907         numsurfacelist = model->nummodelsurfaces;
11908         surfacelist = model->sortedmodelsurfaces;
11909         surfaces = model->data_surfaces;
11910
11911         bih = NULL;
11912         bih_triangles_count = -1;
11913         if(!dynamic)
11914         {
11915                 if(model->render_bih.numleafs)
11916                         bih = &model->render_bih;
11917                 else if(model->collision_bih.numleafs)
11918                         bih = &model->collision_bih;
11919         }
11920         if(bih)
11921                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11922         if(bih_triangles_count == 0)
11923                 return;
11924         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11925                 return;
11926         if(bih_triangles_count > 0)
11927         {
11928                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11929                 {
11930                         surfaceindex = bih_surfaces[triangleindex];
11931                         surface = surfaces + surfaceindex;
11932                         texture = surface->texture;
11933                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11934                                 continue;
11935                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11936                                 continue;
11937                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11938                 }
11939         }
11940         else
11941         {
11942                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11943                 {
11944                         surfaceindex = surfacelist[surfacelistindex];
11945                         surface = surfaces + surfaceindex;
11946                         // check cull box first because it rejects more than any other check
11947                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11948                                 continue;
11949                         // skip transparent surfaces
11950                         texture = surface->texture;
11951                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11952                                 continue;
11953                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11954                                 continue;
11955                         numtriangles = surface->num_triangles;
11956                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11957                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11958                 }
11959         }
11960 }
11961
11962 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11963 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)
11964 {
11965         int renderentityindex;
11966         float worldmins[3];
11967         float worldmaxs[3];
11968         entity_render_t *ent;
11969
11970         if (!cl_decals_newsystem.integer)
11971                 return;
11972
11973         worldmins[0] = worldorigin[0] - worldsize;
11974         worldmins[1] = worldorigin[1] - worldsize;
11975         worldmins[2] = worldorigin[2] - worldsize;
11976         worldmaxs[0] = worldorigin[0] + worldsize;
11977         worldmaxs[1] = worldorigin[1] + worldsize;
11978         worldmaxs[2] = worldorigin[2] + worldsize;
11979
11980         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11981
11982         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11983         {
11984                 ent = r_refdef.scene.entities[renderentityindex];
11985                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11986                         continue;
11987
11988                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11989         }
11990 }
11991
11992 typedef struct r_decalsystem_splatqueue_s
11993 {
11994         vec3_t worldorigin;
11995         vec3_t worldnormal;
11996         float color[4];
11997         float tcrange[4];
11998         float worldsize;
11999         int decalsequence;
12000 }
12001 r_decalsystem_splatqueue_t;
12002
12003 int r_decalsystem_numqueued = 0;
12004 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12005
12006 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)
12007 {
12008         r_decalsystem_splatqueue_t *queue;
12009
12010         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12011                 return;
12012
12013         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12014         VectorCopy(worldorigin, queue->worldorigin);
12015         VectorCopy(worldnormal, queue->worldnormal);
12016         Vector4Set(queue->color, r, g, b, a);
12017         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12018         queue->worldsize = worldsize;
12019         queue->decalsequence = cl.decalsequence++;
12020 }
12021
12022 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12023 {
12024         int i;
12025         r_decalsystem_splatqueue_t *queue;
12026
12027         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12028                 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);
12029         r_decalsystem_numqueued = 0;
12030 }
12031
12032 extern cvar_t cl_decals_max;
12033 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12034 {
12035         int i;
12036         decalsystem_t *decalsystem = &ent->decalsystem;
12037         int numdecals;
12038         int killsequence;
12039         tridecal_t *decal;
12040         float frametime;
12041         float lifetime;
12042
12043         if (!decalsystem->numdecals)
12044                 return;
12045
12046         if (r_showsurfaces.integer)
12047                 return;
12048
12049         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12050         {
12051                 R_DecalSystem_Reset(decalsystem);
12052                 return;
12053         }
12054
12055         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12056         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12057
12058         if (decalsystem->lastupdatetime)
12059                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12060         else
12061                 frametime = 0;
12062         decalsystem->lastupdatetime = r_refdef.scene.time;
12063         numdecals = decalsystem->numdecals;
12064
12065         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12066         {
12067                 if (decal->color4f[0][3])
12068                 {
12069                         decal->lived += frametime;
12070                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12071                         {
12072                                 memset(decal, 0, sizeof(*decal));
12073                                 if (decalsystem->freedecal > i)
12074                                         decalsystem->freedecal = i;
12075                         }
12076                 }
12077         }
12078         decal = decalsystem->decals;
12079         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12080                 numdecals--;
12081
12082         // collapse the array by shuffling the tail decals into the gaps
12083         for (;;)
12084         {
12085                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12086                         decalsystem->freedecal++;
12087                 if (decalsystem->freedecal == numdecals)
12088                         break;
12089                 decal[decalsystem->freedecal] = decal[--numdecals];
12090         }
12091
12092         decalsystem->numdecals = numdecals;
12093
12094         if (numdecals <= 0)
12095         {
12096                 // if there are no decals left, reset decalsystem
12097                 R_DecalSystem_Reset(decalsystem);
12098         }
12099 }
12100
12101 extern skinframe_t *decalskinframe;
12102 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12103 {
12104         int i;
12105         decalsystem_t *decalsystem = &ent->decalsystem;
12106         int numdecals;
12107         tridecal_t *decal;
12108         float faderate;
12109         float alpha;
12110         float *v3f;
12111         float *c4f;
12112         float *t2f;
12113         const int *e;
12114         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12115         int numtris = 0;
12116
12117         numdecals = decalsystem->numdecals;
12118         if (!numdecals)
12119                 return;
12120
12121         if (r_showsurfaces.integer)
12122                 return;
12123
12124         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12125         {
12126                 R_DecalSystem_Reset(decalsystem);
12127                 return;
12128         }
12129
12130         // if the model is static it doesn't matter what value we give for
12131         // wantnormals and wanttangents, so this logic uses only rules applicable
12132         // to a model, knowing that they are meaningless otherwise
12133         if (ent == r_refdef.scene.worldentity)
12134                 RSurf_ActiveWorldEntity();
12135         else
12136                 RSurf_ActiveModelEntity(ent, false, false, false);
12137
12138         decalsystem->lastupdatetime = r_refdef.scene.time;
12139
12140         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12141
12142         // update vertex positions for animated models
12143         v3f = decalsystem->vertex3f;
12144         c4f = decalsystem->color4f;
12145         t2f = decalsystem->texcoord2f;
12146         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12147         {
12148                 if (!decal->color4f[0][3])
12149                         continue;
12150
12151                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12152                         continue;
12153
12154                 // skip backfaces
12155                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12156                         continue;
12157
12158                 // update color values for fading decals
12159                 if (decal->lived >= cl_decals_time.value)
12160                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12161                 else
12162                         alpha = 1.0f;
12163
12164                 c4f[ 0] = decal->color4f[0][0] * alpha;
12165                 c4f[ 1] = decal->color4f[0][1] * alpha;
12166                 c4f[ 2] = decal->color4f[0][2] * alpha;
12167                 c4f[ 3] = 1;
12168                 c4f[ 4] = decal->color4f[1][0] * alpha;
12169                 c4f[ 5] = decal->color4f[1][1] * alpha;
12170                 c4f[ 6] = decal->color4f[1][2] * alpha;
12171                 c4f[ 7] = 1;
12172                 c4f[ 8] = decal->color4f[2][0] * alpha;
12173                 c4f[ 9] = decal->color4f[2][1] * alpha;
12174                 c4f[10] = decal->color4f[2][2] * alpha;
12175                 c4f[11] = 1;
12176
12177                 t2f[0] = decal->texcoord2f[0][0];
12178                 t2f[1] = decal->texcoord2f[0][1];
12179                 t2f[2] = decal->texcoord2f[1][0];
12180                 t2f[3] = decal->texcoord2f[1][1];
12181                 t2f[4] = decal->texcoord2f[2][0];
12182                 t2f[5] = decal->texcoord2f[2][1];
12183
12184                 // update vertex positions for animated models
12185                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12186                 {
12187                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12188                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12189                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12190                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12191                 }
12192                 else
12193                 {
12194                         VectorCopy(decal->vertex3f[0], v3f);
12195                         VectorCopy(decal->vertex3f[1], v3f + 3);
12196                         VectorCopy(decal->vertex3f[2], v3f + 6);
12197                 }
12198
12199                 if (r_refdef.fogenabled)
12200                 {
12201                         alpha = RSurf_FogVertex(v3f);
12202                         VectorScale(c4f, alpha, c4f);
12203                         alpha = RSurf_FogVertex(v3f + 3);
12204                         VectorScale(c4f + 4, alpha, c4f + 4);
12205                         alpha = RSurf_FogVertex(v3f + 6);
12206                         VectorScale(c4f + 8, alpha, c4f + 8);
12207                 }
12208
12209                 v3f += 9;
12210                 c4f += 12;
12211                 t2f += 6;
12212                 numtris++;
12213         }
12214
12215         if (numtris > 0)
12216         {
12217                 r_refdef.stats[r_stat_drawndecals] += numtris;
12218
12219                 // now render the decals all at once
12220                 // (this assumes they all use one particle font texture!)
12221                 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);
12222 //              R_Mesh_ResetTextureState();
12223                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12224                 GL_DepthMask(false);
12225                 GL_DepthRange(0, 1);
12226                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12227                 GL_DepthTest(true);
12228                 GL_CullFace(GL_NONE);
12229                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12230                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12231                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12232         }
12233 }
12234
12235 static void R_DrawModelDecals(void)
12236 {
12237         int i, numdecals;
12238
12239         // fade faster when there are too many decals
12240         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12241         for (i = 0;i < r_refdef.scene.numentities;i++)
12242                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12243
12244         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12245         for (i = 0;i < r_refdef.scene.numentities;i++)
12246                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12247                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12248
12249         R_DecalSystem_ApplySplatEntitiesQueue();
12250
12251         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12252         for (i = 0;i < r_refdef.scene.numentities;i++)
12253                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12254
12255         r_refdef.stats[r_stat_totaldecals] += numdecals;
12256
12257         if (r_showsurfaces.integer)
12258                 return;
12259
12260         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12261
12262         for (i = 0;i < r_refdef.scene.numentities;i++)
12263         {
12264                 if (!r_refdef.viewcache.entityvisible[i])
12265                         continue;
12266                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12267                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12268         }
12269 }
12270
12271 extern cvar_t mod_collision_bih;
12272 static void R_DrawDebugModel(void)
12273 {
12274         entity_render_t *ent = rsurface.entity;
12275         int i, j, flagsmask;
12276         const msurface_t *surface;
12277         dp_model_t *model = ent->model;
12278
12279         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12280                 return;
12281
12282         if (r_showoverdraw.value > 0)
12283         {
12284                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12285                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12286                 R_SetupShader_Generic_NoTexture(false, false);
12287                 GL_DepthTest(false);
12288                 GL_DepthMask(false);
12289                 GL_DepthRange(0, 1);
12290                 GL_BlendFunc(GL_ONE, GL_ONE);
12291                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12292                 {
12293                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12294                                 continue;
12295                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12296                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12297                         {
12298                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12299                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12300                                 if (!rsurface.texture->currentlayers->depthmask)
12301                                         GL_Color(c, 0, 0, 1.0f);
12302                                 else if (ent == r_refdef.scene.worldentity)
12303                                         GL_Color(c, c, c, 1.0f);
12304                                 else
12305                                         GL_Color(0, c, 0, 1.0f);
12306                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12307                                 RSurf_DrawBatch();
12308                         }
12309                 }
12310                 rsurface.texture = NULL;
12311         }
12312
12313         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12314
12315 //      R_Mesh_ResetTextureState();
12316         R_SetupShader_Generic_NoTexture(false, false);
12317         GL_DepthRange(0, 1);
12318         GL_DepthTest(!r_showdisabledepthtest.integer);
12319         GL_DepthMask(false);
12320         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12321
12322         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12323         {
12324                 int triangleindex;
12325                 int bihleafindex;
12326                 qboolean cullbox = false;
12327                 const q3mbrush_t *brush;
12328                 const bih_t *bih = &model->collision_bih;
12329                 const bih_leaf_t *bihleaf;
12330                 float vertex3f[3][3];
12331                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12332                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12333                 {
12334                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12335                                 continue;
12336                         switch (bihleaf->type)
12337                         {
12338                         case BIH_BRUSH:
12339                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12340                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12341                                 {
12342                                         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);
12343                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12344                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12345                                 }
12346                                 break;
12347                         case BIH_COLLISIONTRIANGLE:
12348                                 triangleindex = bihleaf->itemindex;
12349                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12350                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12351                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12352                                 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);
12353                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12354                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12355                                 break;
12356                         case BIH_RENDERTRIANGLE:
12357                                 triangleindex = bihleaf->itemindex;
12358                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12359                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12360                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12361                                 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);
12362                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12363                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12364                                 break;
12365                         }
12366                 }
12367         }
12368
12369         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12370
12371 #ifndef USE_GLES2
12372         if (r_showtris.integer && qglPolygonMode)
12373         {
12374                 if (r_showdisabledepthtest.integer)
12375                 {
12376                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12377                         GL_DepthMask(false);
12378                 }
12379                 else
12380                 {
12381                         GL_BlendFunc(GL_ONE, GL_ZERO);
12382                         GL_DepthMask(true);
12383                 }
12384                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12385                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12386                 {
12387                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12388                                 continue;
12389                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12390                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12391                         {
12392                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12393                                 if (!rsurface.texture->currentlayers->depthmask)
12394                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12395                                 else if (ent == r_refdef.scene.worldentity)
12396                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12397                                 else
12398                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12399                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12400                                 RSurf_DrawBatch();
12401                         }
12402                 }
12403                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12404                 rsurface.texture = NULL;
12405         }
12406
12407         if (r_shownormals.value != 0 && qglBegin)
12408         {
12409                 int l, k;
12410                 vec3_t v;
12411                 if (r_showdisabledepthtest.integer)
12412                 {
12413                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12414                         GL_DepthMask(false);
12415                 }
12416                 else
12417                 {
12418                         GL_BlendFunc(GL_ONE, GL_ZERO);
12419                         GL_DepthMask(true);
12420                 }
12421                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12422                 {
12423                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12424                                 continue;
12425                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12426                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12427                         {
12428                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12429                                 qglBegin(GL_LINES);
12430                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12431                                 {
12432                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12433                                         {
12434                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12435                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12436                                                 qglVertex3f(v[0], v[1], v[2]);
12437                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12438                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12439                                                 qglVertex3f(v[0], v[1], v[2]);
12440                                         }
12441                                 }
12442                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12443                                 {
12444                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12445                                         {
12446                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12447                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12448                                                 qglVertex3f(v[0], v[1], v[2]);
12449                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12450                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12451                                                 qglVertex3f(v[0], v[1], v[2]);
12452                                         }
12453                                 }
12454                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12455                                 {
12456                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12457                                         {
12458                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12459                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12460                                                 qglVertex3f(v[0], v[1], v[2]);
12461                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12462                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12463                                                 qglVertex3f(v[0], v[1], v[2]);
12464                                         }
12465                                 }
12466                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12467                                 {
12468                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12469                                         {
12470                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12471                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12472                                                 qglVertex3f(v[0], v[1], v[2]);
12473                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12474                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12475                                                 qglVertex3f(v[0], v[1], v[2]);
12476                                         }
12477                                 }
12478                                 qglEnd();
12479                                 CHECKGLERROR
12480                         }
12481                 }
12482                 rsurface.texture = NULL;
12483         }
12484 #endif
12485 }
12486
12487 int r_maxsurfacelist = 0;
12488 const msurface_t **r_surfacelist = NULL;
12489 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12490 {
12491         int i, j, endj, flagsmask;
12492         dp_model_t *model = r_refdef.scene.worldmodel;
12493         msurface_t *surfaces;
12494         unsigned char *update;
12495         int numsurfacelist = 0;
12496         if (model == NULL)
12497                 return;
12498
12499         if (r_maxsurfacelist < model->num_surfaces)
12500         {
12501                 r_maxsurfacelist = model->num_surfaces;
12502                 if (r_surfacelist)
12503                         Mem_Free((msurface_t**)r_surfacelist);
12504                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12505         }
12506
12507         RSurf_ActiveWorldEntity();
12508
12509         surfaces = model->data_surfaces;
12510         update = model->brushq1.lightmapupdateflags;
12511
12512         // update light styles on this submodel
12513         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12514         {
12515                 model_brush_lightstyleinfo_t *style;
12516                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12517                 {
12518                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12519                         {
12520                                 int *list = style->surfacelist;
12521                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12522                                 for (j = 0;j < style->numsurfaces;j++)
12523                                         update[list[j]] = true;
12524                         }
12525                 }
12526         }
12527
12528         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12529
12530         if (debug)
12531         {
12532                 R_DrawDebugModel();
12533                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12534                 return;
12535         }
12536
12537         rsurface.lightmaptexture = NULL;
12538         rsurface.deluxemaptexture = NULL;
12539         rsurface.uselightmaptexture = false;
12540         rsurface.texture = NULL;
12541         rsurface.rtlight = NULL;
12542         numsurfacelist = 0;
12543         // add visible surfaces to draw list
12544         for (i = 0;i < model->nummodelsurfaces;i++)
12545         {
12546                 j = model->sortedmodelsurfaces[i];
12547                 if (r_refdef.viewcache.world_surfacevisible[j])
12548                         r_surfacelist[numsurfacelist++] = surfaces + j;
12549         }
12550         // update lightmaps if needed
12551         if (model->brushq1.firstrender)
12552         {
12553                 model->brushq1.firstrender = false;
12554                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12555                         if (update[j])
12556                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12557         }
12558         else if (update)
12559         {
12560                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12561                         if (r_refdef.viewcache.world_surfacevisible[j])
12562                                 if (update[j])
12563                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12564         }
12565         // don't do anything if there were no surfaces
12566         if (!numsurfacelist)
12567         {
12568                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12569                 return;
12570         }
12571         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12572
12573         // add to stats if desired
12574         if (r_speeds.integer && !skysurfaces && !depthonly)
12575         {
12576                 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12577                 for (j = 0;j < numsurfacelist;j++)
12578                         r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12579         }
12580
12581         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12582 }
12583
12584 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12585 {
12586         int i, j, endj, flagsmask;
12587         dp_model_t *model = ent->model;
12588         msurface_t *surfaces;
12589         unsigned char *update;
12590         int numsurfacelist = 0;
12591         if (model == NULL)
12592                 return;
12593
12594         if (r_maxsurfacelist < model->num_surfaces)
12595         {
12596                 r_maxsurfacelist = model->num_surfaces;
12597                 if (r_surfacelist)
12598                         Mem_Free((msurface_t **)r_surfacelist);
12599                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12600         }
12601
12602         // if the model is static it doesn't matter what value we give for
12603         // wantnormals and wanttangents, so this logic uses only rules applicable
12604         // to a model, knowing that they are meaningless otherwise
12605         if (ent == r_refdef.scene.worldentity)
12606                 RSurf_ActiveWorldEntity();
12607         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12608                 RSurf_ActiveModelEntity(ent, false, false, false);
12609         else if (prepass)
12610                 RSurf_ActiveModelEntity(ent, true, true, true);
12611         else if (depthonly)
12612         {
12613                 switch (vid.renderpath)
12614                 {
12615                 case RENDERPATH_GL20:
12616                 case RENDERPATH_D3D9:
12617                 case RENDERPATH_D3D10:
12618                 case RENDERPATH_D3D11:
12619                 case RENDERPATH_SOFT:
12620                 case RENDERPATH_GLES2:
12621                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12622                         break;
12623                 case RENDERPATH_GL11:
12624                 case RENDERPATH_GL13:
12625                 case RENDERPATH_GLES1:
12626                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12627                         break;
12628                 }
12629         }
12630         else
12631         {
12632                 switch (vid.renderpath)
12633                 {
12634                 case RENDERPATH_GL20:
12635                 case RENDERPATH_D3D9:
12636                 case RENDERPATH_D3D10:
12637                 case RENDERPATH_D3D11:
12638                 case RENDERPATH_SOFT:
12639                 case RENDERPATH_GLES2:
12640                         RSurf_ActiveModelEntity(ent, true, true, false);
12641                         break;
12642                 case RENDERPATH_GL11:
12643                 case RENDERPATH_GL13:
12644                 case RENDERPATH_GLES1:
12645                         RSurf_ActiveModelEntity(ent, true, false, false);
12646                         break;
12647                 }
12648         }
12649
12650         surfaces = model->data_surfaces;
12651         update = model->brushq1.lightmapupdateflags;
12652
12653         // update light styles
12654         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12655         {
12656                 model_brush_lightstyleinfo_t *style;
12657                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12658                 {
12659                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12660                         {
12661                                 int *list = style->surfacelist;
12662                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12663                                 for (j = 0;j < style->numsurfaces;j++)
12664                                         update[list[j]] = true;
12665                         }
12666                 }
12667         }
12668
12669         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12670
12671         if (debug)
12672         {
12673                 R_DrawDebugModel();
12674                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12675                 return;
12676         }
12677
12678         rsurface.lightmaptexture = NULL;
12679         rsurface.deluxemaptexture = NULL;
12680         rsurface.uselightmaptexture = false;
12681         rsurface.texture = NULL;
12682         rsurface.rtlight = NULL;
12683         numsurfacelist = 0;
12684         // add visible surfaces to draw list
12685         for (i = 0;i < model->nummodelsurfaces;i++)
12686                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12687         // don't do anything if there were no surfaces
12688         if (!numsurfacelist)
12689         {
12690                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12691                 return;
12692         }
12693         // update lightmaps if needed
12694         if (update)
12695         {
12696                 int updated = 0;
12697                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12698                 {
12699                         if (update[j])
12700                         {
12701                                 updated++;
12702                                 R_BuildLightMap(ent, surfaces + j);
12703                         }
12704                 }
12705         }
12706
12707         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12708
12709         // add to stats if desired
12710         if (r_speeds.integer && !skysurfaces && !depthonly)
12711         {
12712                 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12713                 for (j = 0;j < numsurfacelist;j++)
12714                         r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12715         }
12716
12717         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12718 }
12719
12720 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12721 {
12722         static texture_t texture;
12723         static msurface_t surface;
12724         const msurface_t *surfacelist = &surface;
12725
12726         // fake enough texture and surface state to render this geometry
12727
12728         texture.update_lastrenderframe = -1; // regenerate this texture
12729         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12730         texture.basealpha = 1.0f;
12731         texture.currentskinframe = skinframe;
12732         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12733         texture.offsetmapping = OFFSETMAPPING_OFF;
12734         texture.offsetscale = 1;
12735         texture.specularscalemod = 1;
12736         texture.specularpowermod = 1;
12737         texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12738         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12739         // JUST GREP FOR "specularscalemod = 1".
12740
12741         surface.texture = &texture;
12742         surface.num_triangles = numtriangles;
12743         surface.num_firsttriangle = firsttriangle;
12744         surface.num_vertices = numvertices;
12745         surface.num_firstvertex = firstvertex;
12746
12747         // now render it
12748         rsurface.texture = R_GetCurrentTexture(surface.texture);
12749         rsurface.lightmaptexture = NULL;
12750         rsurface.deluxemaptexture = NULL;
12751         rsurface.uselightmaptexture = false;
12752         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12753 }
12754
12755 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)
12756 {
12757         static msurface_t surface;
12758         const msurface_t *surfacelist = &surface;
12759
12760         // fake enough texture and surface state to render this geometry
12761         surface.texture = texture;
12762         surface.num_triangles = numtriangles;
12763         surface.num_firsttriangle = firsttriangle;
12764         surface.num_vertices = numvertices;
12765         surface.num_firstvertex = firstvertex;
12766
12767         // now render it
12768         rsurface.texture = R_GetCurrentTexture(surface.texture);
12769         rsurface.lightmaptexture = NULL;
12770         rsurface.deluxemaptexture = NULL;
12771         rsurface.uselightmaptexture = false;
12772         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12773 }