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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30 #include "dpsoftrast.h"
31
32 #ifdef SUPPORTD3D
33 #include <d3d9.h>
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
35 #endif
36
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
39
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
44 qboolean r_loadfog;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47 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 };
683
684 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
685 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
686 {
687         {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
688         {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
689         {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
690         {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
691         {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
692         {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
693         {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
694         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
695         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
696         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
697         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
698         {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
699         {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
700         {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
701         {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
702         {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703         {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
704 };
705
706 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
707 {
708         {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
709         {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
710         {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
711         {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
712         {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
713         {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
714         {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
715         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
716         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
717         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
718         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
719         {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
720         {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
721         {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
722         {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
723         {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
724         {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
725 };
726
727 struct r_glsl_permutation_s;
728 typedef struct r_glsl_permutation_s
729 {
730         /// hash lookup data
731         struct r_glsl_permutation_s *hashnext;
732         unsigned int mode;
733         unsigned int permutation;
734
735         /// indicates if we have tried compiling this permutation already
736         qboolean compiled;
737         /// 0 if compilation failed
738         int program;
739         // texture units assigned to each detected uniform
740         int tex_Texture_First;
741         int tex_Texture_Second;
742         int tex_Texture_GammaRamps;
743         int tex_Texture_Normal;
744         int tex_Texture_Color;
745         int tex_Texture_Gloss;
746         int tex_Texture_Glow;
747         int tex_Texture_SecondaryNormal;
748         int tex_Texture_SecondaryColor;
749         int tex_Texture_SecondaryGloss;
750         int tex_Texture_SecondaryGlow;
751         int tex_Texture_Pants;
752         int tex_Texture_Shirt;
753         int tex_Texture_FogHeightTexture;
754         int tex_Texture_FogMask;
755         int tex_Texture_Lightmap;
756         int tex_Texture_Deluxemap;
757         int tex_Texture_Attenuation;
758         int tex_Texture_Cube;
759         int tex_Texture_Refraction;
760         int tex_Texture_Reflection;
761         int tex_Texture_ShadowMap2D;
762         int tex_Texture_CubeProjection;
763         int tex_Texture_ScreenNormalMap;
764         int tex_Texture_ScreenDiffuse;
765         int tex_Texture_ScreenSpecular;
766         int tex_Texture_ReflectMask;
767         int tex_Texture_ReflectCube;
768         int tex_Texture_BounceGrid;
769         /// locations of detected uniforms in program object, or -1 if not found
770         int loc_Texture_First;
771         int loc_Texture_Second;
772         int loc_Texture_GammaRamps;
773         int loc_Texture_Normal;
774         int loc_Texture_Color;
775         int loc_Texture_Gloss;
776         int loc_Texture_Glow;
777         int loc_Texture_SecondaryNormal;
778         int loc_Texture_SecondaryColor;
779         int loc_Texture_SecondaryGloss;
780         int loc_Texture_SecondaryGlow;
781         int loc_Texture_Pants;
782         int loc_Texture_Shirt;
783         int loc_Texture_FogHeightTexture;
784         int loc_Texture_FogMask;
785         int loc_Texture_Lightmap;
786         int loc_Texture_Deluxemap;
787         int loc_Texture_Attenuation;
788         int loc_Texture_Cube;
789         int loc_Texture_Refraction;
790         int loc_Texture_Reflection;
791         int loc_Texture_ShadowMap2D;
792         int loc_Texture_CubeProjection;
793         int loc_Texture_ScreenNormalMap;
794         int loc_Texture_ScreenDiffuse;
795         int loc_Texture_ScreenSpecular;
796         int loc_Texture_ReflectMask;
797         int loc_Texture_ReflectCube;
798         int loc_Texture_BounceGrid;
799         int loc_Alpha;
800         int loc_BloomBlur_Parameters;
801         int loc_ClientTime;
802         int loc_Color_Ambient;
803         int loc_Color_Diffuse;
804         int loc_Color_Specular;
805         int loc_Color_Glow;
806         int loc_Color_Pants;
807         int loc_Color_Shirt;
808         int loc_DeferredColor_Ambient;
809         int loc_DeferredColor_Diffuse;
810         int loc_DeferredColor_Specular;
811         int loc_DeferredMod_Diffuse;
812         int loc_DeferredMod_Specular;
813         int loc_DistortScaleRefractReflect;
814         int loc_EyePosition;
815         int loc_FogColor;
816         int loc_FogHeightFade;
817         int loc_FogPlane;
818         int loc_FogPlaneViewDist;
819         int loc_FogRangeRecip;
820         int loc_LightColor;
821         int loc_LightDir;
822         int loc_LightPosition;
823         int loc_OffsetMapping_ScaleSteps;
824         int loc_OffsetMapping_LodDistance;
825         int loc_OffsetMapping_Bias;
826         int loc_PixelSize;
827         int loc_ReflectColor;
828         int loc_ReflectFactor;
829         int loc_ReflectOffset;
830         int loc_RefractColor;
831         int loc_Saturation;
832         int loc_ScreenCenterRefractReflect;
833         int loc_ScreenScaleRefractReflect;
834         int loc_ScreenToDepth;
835         int loc_ShadowMap_Parameters;
836         int loc_ShadowMap_TextureScale;
837         int loc_SpecularPower;
838         int loc_Skeletal_Transform12;
839         int loc_UserVec1;
840         int loc_UserVec2;
841         int loc_UserVec3;
842         int loc_UserVec4;
843         int loc_ViewTintColor;
844         int loc_ViewToLight;
845         int loc_ModelToLight;
846         int loc_TexMatrix;
847         int loc_BackgroundTexMatrix;
848         int loc_ModelViewProjectionMatrix;
849         int loc_ModelViewMatrix;
850         int loc_PixelToScreenTexCoord;
851         int loc_ModelToReflectCube;
852         int loc_ShadowMapMatrix;
853         int loc_BloomColorSubtract;
854         int loc_NormalmapScrollBlend;
855         int loc_BounceGridMatrix;
856         int loc_BounceGridIntensity;
857         /// uniform block bindings
858         int ubibind_Skeletal_Transform12_UniformBlock;
859         /// uniform block indices
860         int ubiloc_Skeletal_Transform12_UniformBlock;
861 }
862 r_glsl_permutation_t;
863
864 #define SHADERPERMUTATION_HASHSIZE 256
865
866
867 // non-degradable "lightweight" shader parameters to keep the permutations simpler
868 // these can NOT degrade! only use for simple stuff
869 enum
870 {
871         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
872         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
873         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
874         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
875         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
876         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
877         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
878         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
879         SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
880         SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
881         SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
882         SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
883         SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
884 };
885 #define SHADERSTATICPARMS_COUNT 13
886
887 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
888 static int shaderstaticparms_count = 0;
889
890 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
891 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
892
893 extern qboolean r_shadow_shadowmapsampler;
894 extern int r_shadow_shadowmappcf;
895 qboolean R_CompileShader_CheckStaticParms(void)
896 {
897         static int r_compileshader_staticparms_save[1];
898         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
899         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
900
901         // detect all
902         if (r_glsl_saturation_redcompensate.integer)
903                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
904         if (r_glsl_vertextextureblend_usebothalphas.integer)
905                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
906         if (r_shadow_glossexact.integer)
907                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
908         if (r_glsl_postprocess.integer)
909         {
910                 if (r_glsl_postprocess_uservec1_enable.integer)
911                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
912                 if (r_glsl_postprocess_uservec2_enable.integer)
913                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
914                 if (r_glsl_postprocess_uservec3_enable.integer)
915                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
916                 if (r_glsl_postprocess_uservec4_enable.integer)
917                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
918         }
919         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
920                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
921
922         if (r_shadow_shadowmapsampler)
923                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
924         if (r_shadow_shadowmappcf > 1)
925                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
926         else if (r_shadow_shadowmappcf)
927                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
928         if (r_celshading.integer)
929                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
930         if (r_celoutlines.integer)
931                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
932
933         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
934 }
935
936 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
937         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
938                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
939         else \
940                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
941 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
942 {
943         shaderstaticparms_count = 0;
944
945         // emit all
946         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
947         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
948         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
949         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
950         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
951         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
952         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
953         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
954         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
955         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
956         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
957         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
958         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
959 }
960
961 /// information about each possible shader permutation
962 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
963 /// currently selected permutation
964 r_glsl_permutation_t *r_glsl_permutation;
965 /// storage for permutations linked in the hash table
966 memexpandablearray_t r_glsl_permutationarray;
967
968 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
969 {
970         //unsigned int hashdepth = 0;
971         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
972         r_glsl_permutation_t *p;
973         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
974         {
975                 if (p->mode == mode && p->permutation == permutation)
976                 {
977                         //if (hashdepth > 10)
978                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
979                         return p;
980                 }
981                 //hashdepth++;
982         }
983         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
984         p->mode = mode;
985         p->permutation = permutation;
986         p->hashnext = r_glsl_permutationhash[mode][hashindex];
987         r_glsl_permutationhash[mode][hashindex] = p;
988         //if (hashdepth > 10)
989         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
990         return p;
991 }
992
993 static char *R_ShaderStrCat(const char **strings)
994 {
995         char *string, *s;
996         const char **p = strings;
997         const char *t;
998         size_t len = 0;
999         for (p = strings;(t = *p);p++)
1000                 len += strlen(t);
1001         len++;
1002         s = string = (char *)Mem_Alloc(r_main_mempool, len);
1003         len = 0;
1004         for (p = strings;(t = *p);p++)
1005         {
1006                 len = strlen(t);
1007                 memcpy(s, t, len);
1008                 s += len;
1009         }
1010         *s = 0;
1011         return string;
1012 }
1013
1014 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1015 {
1016         char *shaderstring;
1017         if (!filename || !filename[0])
1018                 return NULL;
1019         // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1020         if (!strcmp(filename, "glsl/default.glsl"))
1021         {
1022                 if (builtinonly)
1023                         return R_ShaderStrCat(builtinshaderstrings);
1024                 if (!glslshaderstring)
1025                 {
1026                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1027                         if (glslshaderstring)
1028                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1029                         else
1030                                 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1031                 }
1032                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1033                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1034                 return shaderstring;
1035         }
1036         if (!strcmp(filename, "hlsl/default.hlsl"))
1037         {
1038                 if (builtinonly)
1039                         return R_ShaderStrCat(builtinhlslshaderstrings);
1040                 if (!hlslshaderstring)
1041                 {
1042                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1043                         if (hlslshaderstring)
1044                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
1045                         else
1046                                 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1047                 }
1048                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1049                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1050                 return shaderstring;
1051         }
1052         // we don't have builtin strings for any other files
1053         if (builtinonly)
1054                 return NULL;
1055         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1056         if (shaderstring)
1057         {
1058                 if (printfromdisknotice)
1059                         Con_DPrintf("from disk %s... ", filename);
1060                 return shaderstring;
1061         }
1062         return shaderstring;
1063 }
1064
1065 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1066 {
1067         int i;
1068         int ubibind;
1069         int sampler;
1070         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1071         char *sourcestring;
1072         char permutationname[256];
1073         int vertstrings_count = 0;
1074         int geomstrings_count = 0;
1075         int fragstrings_count = 0;
1076         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1077         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1078         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1079
1080         if (p->compiled)
1081                 return;
1082         p->compiled = true;
1083         p->program = 0;
1084
1085         permutationname[0] = 0;
1086         sourcestring  = R_GetShaderText(modeinfo->filename, true, false);
1087
1088         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1089
1090         // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1091         if(vid.support.glshaderversion >= 140)
1092         {
1093                 vertstrings_list[vertstrings_count++] = "#version 140\n";
1094                 geomstrings_list[geomstrings_count++] = "#version 140\n";
1095                 fragstrings_list[fragstrings_count++] = "#version 140\n";
1096                 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1097                 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1098                 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1099         }
1100         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1101         else if(vid.support.glshaderversion >= 130)
1102         {
1103                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1104                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1105                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1106                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1107                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1108                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1109         }
1110
1111         // the first pretext is which type of shader to compile as
1112         // (later these will all be bound together as a program object)
1113         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1114         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1115         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1116
1117         // the second pretext is the mode (for example a light source)
1118         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1119         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1120         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1121         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1122
1123         // now add all the permutation pretexts
1124         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1125         {
1126                 if (permutation & (1<<i))
1127                 {
1128                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1129                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1130                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1131                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1132                 }
1133                 else
1134                 {
1135                         // keep line numbers correct
1136                         vertstrings_list[vertstrings_count++] = "\n";
1137                         geomstrings_list[geomstrings_count++] = "\n";
1138                         fragstrings_list[fragstrings_count++] = "\n";
1139                 }
1140         }
1141
1142         // add static parms
1143         R_CompileShader_AddStaticParms(mode, permutation);
1144         memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145         vertstrings_count += shaderstaticparms_count;
1146         memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1147         geomstrings_count += shaderstaticparms_count;
1148         memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149         fragstrings_count += shaderstaticparms_count;
1150
1151         // now append the shader text itself
1152         vertstrings_list[vertstrings_count++] = sourcestring;
1153         geomstrings_list[geomstrings_count++] = sourcestring;
1154         fragstrings_list[fragstrings_count++] = sourcestring;
1155
1156         // compile the shader program
1157         if (vertstrings_count + geomstrings_count + fragstrings_count)
1158                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1159         if (p->program)
1160         {
1161                 CHECKGLERROR
1162                 qglUseProgram(p->program);CHECKGLERROR
1163                 // look up all the uniform variable names we care about, so we don't
1164                 // have to look them up every time we set them
1165
1166 #if 0
1167                 // debugging aid
1168                 {
1169                         GLint activeuniformindex = 0;
1170                         GLint numactiveuniforms = 0;
1171                         char uniformname[128];
1172                         GLsizei uniformnamelength = 0;
1173                         GLint uniformsize = 0;
1174                         GLenum uniformtype = 0;
1175                         memset(uniformname, 0, sizeof(uniformname));
1176                         qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1177                         Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1178                         for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1179                         {
1180                                 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1181                                 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1182                         }
1183                 }
1184 #endif
1185
1186                 p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
1187                 p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
1188                 p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1189                 p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
1190                 p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
1191                 p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
1192                 p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
1193                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1194                 p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1195                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1196                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1197                 p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
1198                 p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
1199                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1200                 p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
1201                 p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
1202                 p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1203                 p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
1204                 p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
1205                 p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
1206                 p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
1207                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1208                 p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1209                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1210                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1211                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1212                 p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1213                 p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1214                 p->loc_Texture_BounceGrid         = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1215                 p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
1216                 p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1217                 p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
1218                 p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
1219                 p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
1220                 p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
1221                 p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
1222                 p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
1223                 p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
1224                 p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1225                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1226                 p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1227                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1228                 p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1229                 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1230                 p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
1231                 p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
1232                 p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
1233                 p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
1234                 p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1235                 p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
1236                 p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
1237                 p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
1238                 p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
1239                 p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1240                 p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1241                 p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1242                 p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
1243                 p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
1244                 p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
1245                 p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
1246                 p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
1247                 p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
1248                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1249                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1250                 p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
1251                 p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1252                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1253                 p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
1254                 p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
1255                 p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
1256                 p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
1257                 p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
1258                 p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
1259                 p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
1260                 p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
1261                 p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
1262                 p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1263                 p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
1264                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1265                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1266                 p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
1267                 p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1268                 p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
1269                 p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1270                 p->loc_BounceGridMatrix           = qglGetUniformLocation(p->program, "BounceGridMatrix");
1271                 p->loc_BounceGridIntensity        = qglGetUniformLocation(p->program, "BounceGridIntensity");
1272                 // initialize the samplers to refer to the texture units we use
1273                 p->tex_Texture_First = -1;
1274                 p->tex_Texture_Second = -1;
1275                 p->tex_Texture_GammaRamps = -1;
1276                 p->tex_Texture_Normal = -1;
1277                 p->tex_Texture_Color = -1;
1278                 p->tex_Texture_Gloss = -1;
1279                 p->tex_Texture_Glow = -1;
1280                 p->tex_Texture_SecondaryNormal = -1;
1281                 p->tex_Texture_SecondaryColor = -1;
1282                 p->tex_Texture_SecondaryGloss = -1;
1283                 p->tex_Texture_SecondaryGlow = -1;
1284                 p->tex_Texture_Pants = -1;
1285                 p->tex_Texture_Shirt = -1;
1286                 p->tex_Texture_FogHeightTexture = -1;
1287                 p->tex_Texture_FogMask = -1;
1288                 p->tex_Texture_Lightmap = -1;
1289                 p->tex_Texture_Deluxemap = -1;
1290                 p->tex_Texture_Attenuation = -1;
1291                 p->tex_Texture_Cube = -1;
1292                 p->tex_Texture_Refraction = -1;
1293                 p->tex_Texture_Reflection = -1;
1294                 p->tex_Texture_ShadowMap2D = -1;
1295                 p->tex_Texture_CubeProjection = -1;
1296                 p->tex_Texture_ScreenNormalMap = -1;
1297                 p->tex_Texture_ScreenDiffuse = -1;
1298                 p->tex_Texture_ScreenSpecular = -1;
1299                 p->tex_Texture_ReflectMask = -1;
1300                 p->tex_Texture_ReflectCube = -1;
1301                 p->tex_Texture_BounceGrid = -1;
1302                 // bind the texture samplers in use
1303                 sampler = 0;
1304                 if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
1305                 if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
1306                 if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
1307                 if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
1308                 if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
1309                 if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
1310                 if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
1311                 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1312                 if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
1313                 if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
1314                 if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
1315                 if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
1316                 if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
1317                 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1318                 if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
1319                 if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
1320                 if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
1321                 if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
1322                 if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
1323                 if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
1324                 if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
1325                 if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
1326                 if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
1327                 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1328                 if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
1329                 if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
1330                 if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
1331                 if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
1332                 if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
1333                 // get the uniform block indices so we can bind them
1334 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1335                 if (vid.support.arb_uniform_buffer_object)
1336                         p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1337                 else
1338 #endif
1339                         p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1340                 // clear the uniform block bindings
1341                 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1342                 // bind the uniform blocks in use
1343                 ubibind = 0;
1344 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1345                 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1346 #endif
1347                 // we're done compiling and setting up the shader, at least until it is used
1348                 CHECKGLERROR
1349                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1350         }
1351         else
1352                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1353
1354         // free the strings
1355         if (sourcestring)
1356                 Mem_Free(sourcestring);
1357 }
1358
1359 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1360 {
1361         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1362         if (r_glsl_permutation != perm)
1363         {
1364                 r_glsl_permutation = perm;
1365                 if (!r_glsl_permutation->program)
1366                 {
1367                         if (!r_glsl_permutation->compiled)
1368                         {
1369                                 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1370                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1371                         }
1372                         if (!r_glsl_permutation->program)
1373                         {
1374                                 // remove features until we find a valid permutation
1375                                 int i;
1376                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1377                                 {
1378                                         // reduce i more quickly whenever it would not remove any bits
1379                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1380                                         if (!(permutation & j))
1381                                                 continue;
1382                                         permutation -= j;
1383                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1384                                         if (!r_glsl_permutation->compiled)
1385                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1386                                         if (r_glsl_permutation->program)
1387                                                 break;
1388                                 }
1389                                 if (i >= SHADERPERMUTATION_COUNT)
1390                                 {
1391                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1392                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1393                                         qglUseProgram(0);CHECKGLERROR
1394                                         return; // no bit left to clear, entire mode is broken
1395                                 }
1396                         }
1397                 }
1398                 CHECKGLERROR
1399                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1400         }
1401         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1402         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1403         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1404         CHECKGLERROR
1405 }
1406
1407 #ifdef SUPPORTD3D
1408
1409 #ifdef SUPPORTD3D
1410 #include <d3d9.h>
1411 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1412 extern D3DCAPS9 vid_d3d9caps;
1413 #endif
1414
1415 struct r_hlsl_permutation_s;
1416 typedef struct r_hlsl_permutation_s
1417 {
1418         /// hash lookup data
1419         struct r_hlsl_permutation_s *hashnext;
1420         unsigned int mode;
1421         unsigned int permutation;
1422
1423         /// indicates if we have tried compiling this permutation already
1424         qboolean compiled;
1425         /// NULL if compilation failed
1426         IDirect3DVertexShader9 *vertexshader;
1427         IDirect3DPixelShader9 *pixelshader;
1428 }
1429 r_hlsl_permutation_t;
1430
1431 typedef enum D3DVSREGISTER_e
1432 {
1433         D3DVSREGISTER_TexMatrix = 0, // float4x4
1434         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1435         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1436         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1437         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1438         D3DVSREGISTER_ModelToLight = 20, // float4x4
1439         D3DVSREGISTER_EyePosition = 24,
1440         D3DVSREGISTER_FogPlane = 25,
1441         D3DVSREGISTER_LightDir = 26,
1442         D3DVSREGISTER_LightPosition = 27,
1443 }
1444 D3DVSREGISTER_t;
1445
1446 typedef enum D3DPSREGISTER_e
1447 {
1448         D3DPSREGISTER_Alpha = 0,
1449         D3DPSREGISTER_BloomBlur_Parameters = 1,
1450         D3DPSREGISTER_ClientTime = 2,
1451         D3DPSREGISTER_Color_Ambient = 3,
1452         D3DPSREGISTER_Color_Diffuse = 4,
1453         D3DPSREGISTER_Color_Specular = 5,
1454         D3DPSREGISTER_Color_Glow = 6,
1455         D3DPSREGISTER_Color_Pants = 7,
1456         D3DPSREGISTER_Color_Shirt = 8,
1457         D3DPSREGISTER_DeferredColor_Ambient = 9,
1458         D3DPSREGISTER_DeferredColor_Diffuse = 10,
1459         D3DPSREGISTER_DeferredColor_Specular = 11,
1460         D3DPSREGISTER_DeferredMod_Diffuse = 12,
1461         D3DPSREGISTER_DeferredMod_Specular = 13,
1462         D3DPSREGISTER_DistortScaleRefractReflect = 14,
1463         D3DPSREGISTER_EyePosition = 15, // unused
1464         D3DPSREGISTER_FogColor = 16,
1465         D3DPSREGISTER_FogHeightFade = 17,
1466         D3DPSREGISTER_FogPlane = 18,
1467         D3DPSREGISTER_FogPlaneViewDist = 19,
1468         D3DPSREGISTER_FogRangeRecip = 20,
1469         D3DPSREGISTER_LightColor = 21,
1470         D3DPSREGISTER_LightDir = 22, // unused
1471         D3DPSREGISTER_LightPosition = 23,
1472         D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1473         D3DPSREGISTER_PixelSize = 25,
1474         D3DPSREGISTER_ReflectColor = 26,
1475         D3DPSREGISTER_ReflectFactor = 27,
1476         D3DPSREGISTER_ReflectOffset = 28,
1477         D3DPSREGISTER_RefractColor = 29,
1478         D3DPSREGISTER_Saturation = 30,
1479         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1480         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1481         D3DPSREGISTER_ScreenToDepth = 33,
1482         D3DPSREGISTER_ShadowMap_Parameters = 34,
1483         D3DPSREGISTER_ShadowMap_TextureScale = 35,
1484         D3DPSREGISTER_SpecularPower = 36,
1485         D3DPSREGISTER_UserVec1 = 37,
1486         D3DPSREGISTER_UserVec2 = 38,
1487         D3DPSREGISTER_UserVec3 = 39,
1488         D3DPSREGISTER_UserVec4 = 40,
1489         D3DPSREGISTER_ViewTintColor = 41,
1490         D3DPSREGISTER_PixelToScreenTexCoord = 42,
1491         D3DPSREGISTER_BloomColorSubtract = 43,
1492         D3DPSREGISTER_ViewToLight = 44, // float4x4
1493         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1494         D3DPSREGISTER_NormalmapScrollBlend = 52,
1495         D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1496         D3DPSREGISTER_OffsetMapping_Bias = 54,
1497         // next at 54
1498 }
1499 D3DPSREGISTER_t;
1500
1501 /// information about each possible shader permutation
1502 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1503 /// currently selected permutation
1504 r_hlsl_permutation_t *r_hlsl_permutation;
1505 /// storage for permutations linked in the hash table
1506 memexpandablearray_t r_hlsl_permutationarray;
1507
1508 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1509 {
1510         //unsigned int hashdepth = 0;
1511         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1512         r_hlsl_permutation_t *p;
1513         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1514         {
1515                 if (p->mode == mode && p->permutation == permutation)
1516                 {
1517                         //if (hashdepth > 10)
1518                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1519                         return p;
1520                 }
1521                 //hashdepth++;
1522         }
1523         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1524         p->mode = mode;
1525         p->permutation = permutation;
1526         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1527         r_hlsl_permutationhash[mode][hashindex] = p;
1528         //if (hashdepth > 10)
1529         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1530         return p;
1531 }
1532
1533 #include <d3dx9.h>
1534 //#include <d3dx9shader.h>
1535 //#include <d3dx9mesh.h>
1536
1537 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1538 {
1539         DWORD *vsbin = NULL;
1540         DWORD *psbin = NULL;
1541         fs_offset_t vsbinsize;
1542         fs_offset_t psbinsize;
1543 //      IDirect3DVertexShader9 *vs = NULL;
1544 //      IDirect3DPixelShader9 *ps = NULL;
1545         ID3DXBuffer *vslog = NULL;
1546         ID3DXBuffer *vsbuffer = NULL;
1547         ID3DXConstantTable *vsconstanttable = NULL;
1548         ID3DXBuffer *pslog = NULL;
1549         ID3DXBuffer *psbuffer = NULL;
1550         ID3DXConstantTable *psconstanttable = NULL;
1551         int vsresult = 0;
1552         int psresult = 0;
1553         char temp[MAX_INPUTLINE];
1554         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1555         char vabuf[1024];
1556         qboolean debugshader = gl_paranoid.integer != 0;
1557         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1558         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1559         if (!debugshader)
1560         {
1561                 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1562                 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1563         }
1564         if ((!vsbin && vertstring) || (!psbin && fragstring))
1565         {
1566                 const char* dllnames_d3dx9 [] =
1567                 {
1568                         "d3dx9_43.dll",
1569                         "d3dx9_42.dll",
1570                         "d3dx9_41.dll",
1571                         "d3dx9_40.dll",
1572                         "d3dx9_39.dll",
1573                         "d3dx9_38.dll",
1574                         "d3dx9_37.dll",
1575                         "d3dx9_36.dll",
1576                         "d3dx9_35.dll",
1577                         "d3dx9_34.dll",
1578                         "d3dx9_33.dll",
1579                         "d3dx9_32.dll",
1580                         "d3dx9_31.dll",
1581                         "d3dx9_30.dll",
1582                         "d3dx9_29.dll",
1583                         "d3dx9_28.dll",
1584                         "d3dx9_27.dll",
1585                         "d3dx9_26.dll",
1586                         "d3dx9_25.dll",
1587                         "d3dx9_24.dll",
1588                         NULL
1589                 };
1590                 dllhandle_t d3dx9_dll = NULL;
1591                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1592                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1593                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1594                 dllfunction_t d3dx9_dllfuncs[] =
1595                 {
1596                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
1597                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
1598                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
1599                         {NULL, NULL}
1600                 };
1601                 // 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...
1602 #ifndef ID3DXBuffer_GetBufferPointer
1603 #if !defined(__cplusplus) || defined(CINTERFACE)
1604 #define ID3DXBuffer_GetBufferPointer(p)   (p)->lpVtbl->GetBufferPointer(p)
1605 #define ID3DXBuffer_GetBufferSize(p)      (p)->lpVtbl->GetBufferSize(p)
1606 #define ID3DXBuffer_Release(p)            (p)->lpVtbl->Release(p)
1607 #else
1608 #define ID3DXBuffer_GetBufferPointer(p)   (p)->GetBufferPointer()
1609 #define ID3DXBuffer_GetBufferSize(p)      (p)->GetBufferSize()
1610 #define ID3DXBuffer_Release(p)            (p)->Release()
1611 #endif
1612 #endif
1613                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1614                 {
1615                         DWORD shaderflags = 0;
1616                         if (debugshader)
1617                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1618                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1619                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1620                         if (vertstring && vertstring[0])
1621                         {
1622                                 if (debugshader)
1623                                 {
1624                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1625                                         vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1626                                 }
1627                                 else
1628                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1629                                 if (vsbuffer)
1630                                 {
1631                                         vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1632                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1633                                         memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1634                                         ID3DXBuffer_Release(vsbuffer);
1635                                 }
1636                                 if (vslog)
1637                                 {
1638                                         strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1639                                         Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1640                                         ID3DXBuffer_Release(vslog);
1641                                 }
1642                         }
1643                         if (fragstring && fragstring[0])
1644                         {
1645                                 if (debugshader)
1646                                 {
1647                                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1648                                         psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1649                                 }
1650                                 else
1651                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1652                                 if (psbuffer)
1653                                 {
1654                                         psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1655                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1656                                         memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1657                                         ID3DXBuffer_Release(psbuffer);
1658                                 }
1659                                 if (pslog)
1660                                 {
1661                                         strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1662                                         Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1663                                         ID3DXBuffer_Release(pslog);
1664                                 }
1665                         }
1666                         Sys_UnloadLibrary(&d3dx9_dll);
1667                 }
1668                 else
1669                         Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1670         }
1671         if (vsbin && psbin)
1672         {
1673                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1674                 if (FAILED(vsresult))
1675                         Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1676                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1677                 if (FAILED(psresult))
1678                         Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1679         }
1680         // free the shader data
1681         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1682         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1683 }
1684
1685 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1686 {
1687         int i;
1688         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1689         int vertstring_length = 0;
1690         int geomstring_length = 0;
1691         int fragstring_length = 0;
1692         char *t;
1693         char *sourcestring;
1694         char *vertstring, *geomstring, *fragstring;
1695         char permutationname[256];
1696         char cachename[256];
1697         int vertstrings_count = 0;
1698         int geomstrings_count = 0;
1699         int fragstrings_count = 0;
1700         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1701         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1702         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1703
1704         if (p->compiled)
1705                 return;
1706         p->compiled = true;
1707         p->vertexshader = NULL;
1708         p->pixelshader = NULL;
1709
1710         permutationname[0] = 0;
1711         cachename[0] = 0;
1712         sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1713
1714         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1715         strlcat(cachename, "hlsl/", sizeof(cachename));
1716
1717         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1718         vertstrings_count = 0;
1719         geomstrings_count = 0;
1720         fragstrings_count = 0;
1721         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1722         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1723         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1724
1725         // the first pretext is which type of shader to compile as
1726         // (later these will all be bound together as a program object)
1727         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1728         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1729         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1730
1731         // the second pretext is the mode (for example a light source)
1732         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1733         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1734         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1735         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1736         strlcat(cachename, modeinfo->name, sizeof(cachename));
1737
1738         // now add all the permutation pretexts
1739         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1740         {
1741                 if (permutation & (1<<i))
1742                 {
1743                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1744                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1745                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1746                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1747                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1748                 }
1749                 else
1750                 {
1751                         // keep line numbers correct
1752                         vertstrings_list[vertstrings_count++] = "\n";
1753                         geomstrings_list[geomstrings_count++] = "\n";
1754                         fragstrings_list[fragstrings_count++] = "\n";
1755                 }
1756         }
1757
1758         // add static parms
1759         R_CompileShader_AddStaticParms(mode, permutation);
1760         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1761         vertstrings_count += shaderstaticparms_count;
1762         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1763         geomstrings_count += shaderstaticparms_count;
1764         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1765         fragstrings_count += shaderstaticparms_count;
1766
1767         // replace spaces in the cachename with _ characters
1768         for (i = 0;cachename[i];i++)
1769                 if (cachename[i] == ' ')
1770                         cachename[i] = '_';
1771
1772         // now append the shader text itself
1773         vertstrings_list[vertstrings_count++] = sourcestring;
1774         geomstrings_list[geomstrings_count++] = sourcestring;
1775         fragstrings_list[fragstrings_count++] = sourcestring;
1776
1777         vertstring_length = 0;
1778         for (i = 0;i < vertstrings_count;i++)
1779                 vertstring_length += strlen(vertstrings_list[i]);
1780         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1781         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1782                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1783
1784         geomstring_length = 0;
1785         for (i = 0;i < geomstrings_count;i++)
1786                 geomstring_length += strlen(geomstrings_list[i]);
1787         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1788         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1789                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1790
1791         fragstring_length = 0;
1792         for (i = 0;i < fragstrings_count;i++)
1793                 fragstring_length += strlen(fragstrings_list[i]);
1794         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1795         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1796                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1797
1798         // try to load the cached shader, or generate one
1799         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1800
1801         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1802                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1803         else
1804                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
1805
1806         // free the strings
1807         if (vertstring)
1808                 Mem_Free(vertstring);
1809         if (geomstring)
1810                 Mem_Free(geomstring);
1811         if (fragstring)
1812                 Mem_Free(fragstring);
1813         if (sourcestring)
1814                 Mem_Free(sourcestring);
1815 }
1816
1817 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1818 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1819 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);}
1820 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);}
1821 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);}
1822 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);}
1823
1824 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1825 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1826 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);}
1827 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);}
1828 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);}
1829 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);}
1830
1831 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1832 {
1833         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1834         if (r_hlsl_permutation != perm)
1835         {
1836                 r_hlsl_permutation = perm;
1837                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1838                 {
1839                         if (!r_hlsl_permutation->compiled)
1840                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1841                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1842                         {
1843                                 // remove features until we find a valid permutation
1844                                 int i;
1845                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1846                                 {
1847                                         // reduce i more quickly whenever it would not remove any bits
1848                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1849                                         if (!(permutation & j))
1850                                                 continue;
1851                                         permutation -= j;
1852                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1853                                         if (!r_hlsl_permutation->compiled)
1854                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
1855                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1856                                                 break;
1857                                 }
1858                                 if (i >= SHADERPERMUTATION_COUNT)
1859                                 {
1860                                         //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1861                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1862                                         return; // no bit left to clear, entire mode is broken
1863                                 }
1864                         }
1865                 }
1866                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1867                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1868         }
1869         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1870         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1871         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1872 }
1873 #endif
1874
1875 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1876 {
1877         DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1878         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1879         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1880         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1881 }
1882
1883 void R_GLSL_Restart_f(void)
1884 {
1885         unsigned int i, limit;
1886         if (glslshaderstring)
1887                 Mem_Free(glslshaderstring);
1888         glslshaderstring = NULL;
1889         if (hlslshaderstring)
1890                 Mem_Free(hlslshaderstring);
1891         hlslshaderstring = NULL;
1892         switch(vid.renderpath)
1893         {
1894         case RENDERPATH_D3D9:
1895 #ifdef SUPPORTD3D
1896                 {
1897                         r_hlsl_permutation_t *p;
1898                         r_hlsl_permutation = NULL;
1899                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1900                         for (i = 0;i < limit;i++)
1901                         {
1902                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1903                                 {
1904                                         if (p->vertexshader)
1905                                                 IDirect3DVertexShader9_Release(p->vertexshader);
1906                                         if (p->pixelshader)
1907                                                 IDirect3DPixelShader9_Release(p->pixelshader);
1908                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1909                                 }
1910                         }
1911                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1912                 }
1913 #endif
1914                 break;
1915         case RENDERPATH_D3D10:
1916                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1917                 break;
1918         case RENDERPATH_D3D11:
1919                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1920                 break;
1921         case RENDERPATH_GL20:
1922         case RENDERPATH_GLES2:
1923                 {
1924                         r_glsl_permutation_t *p;
1925                         r_glsl_permutation = NULL;
1926                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1927                         for (i = 0;i < limit;i++)
1928                         {
1929                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1930                                 {
1931                                         GL_Backend_FreeProgram(p->program);
1932                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1933                                 }
1934                         }
1935                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1936                 }
1937                 break;
1938         case RENDERPATH_GL11:
1939         case RENDERPATH_GL13:
1940         case RENDERPATH_GLES1:
1941                 break;
1942         case RENDERPATH_SOFT:
1943                 break;
1944         }
1945 }
1946
1947 static void R_GLSL_DumpShader_f(void)
1948 {
1949         int i, language, mode, dupe;
1950         char *text;
1951         shadermodeinfo_t *modeinfo;
1952         qfile_t *file;
1953
1954         for (language = 0;language < 2;language++)
1955         {
1956                 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1957                 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1958                 {
1959                         // don't dump the same file multiple times (most or all shaders come from the same file)
1960                         for (dupe = mode - 1;dupe >= 0;dupe--)
1961                                 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1962                                         break;
1963                         if (dupe >= 0)
1964                                 continue;
1965                         text = R_GetShaderText(modeinfo[mode].filename, false, true);
1966                         if (!text)
1967                                 continue;
1968                         file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1969                         if (file)
1970                         {
1971                                 FS_Print(file, "/* The engine may define the following macros:\n");
1972                                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1973                                 for (i = 0;i < SHADERMODE_COUNT;i++)
1974                                         FS_Print(file, modeinfo[i].pretext);
1975                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1976                                         FS_Print(file, shaderpermutationinfo[i].pretext);
1977                                 FS_Print(file, "*/\n");
1978                                 FS_Print(file, text);
1979                                 FS_Close(file);
1980                                 Con_Printf("%s written\n", modeinfo[mode].filename);
1981                         }
1982                         else
1983                                 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1984                         Mem_Free(text);
1985                 }
1986         }
1987 }
1988
1989 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1990 {
1991         unsigned int permutation = 0;
1992         if (r_trippy.integer && !notrippy)
1993                 permutation |= SHADERPERMUTATION_TRIPPY;
1994         permutation |= SHADERPERMUTATION_VIEWTINT;
1995         if (first)
1996                 permutation |= SHADERPERMUTATION_DIFFUSE;
1997         if (second)
1998                 permutation |= SHADERPERMUTATION_SPECULAR;
1999         if (texturemode == GL_MODULATE)
2000                 permutation |= SHADERPERMUTATION_COLORMAPPING;
2001         else if (texturemode == GL_ADD)
2002                 permutation |= SHADERPERMUTATION_GLOW;
2003         else if (texturemode == GL_DECAL)
2004                 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2005         if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2006                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2007         if (suppresstexalpha)
2008                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2009         if (!second)
2010                 texturemode = GL_MODULATE;
2011         if (vid.allowalphatocoverage)
2012                 GL_AlphaToCoverage(false);
2013         switch (vid.renderpath)
2014         {
2015         case RENDERPATH_D3D9:
2016 #ifdef SUPPORTD3D
2017                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2018                 R_Mesh_TexBind(GL20TU_FIRST , first );
2019                 R_Mesh_TexBind(GL20TU_SECOND, second);
2020                 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2021                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2022 #endif
2023                 break;
2024         case RENDERPATH_D3D10:
2025                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2026                 break;
2027         case RENDERPATH_D3D11:
2028                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2029                 break;
2030         case RENDERPATH_GL20:
2031         case RENDERPATH_GLES2:
2032                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2033                 if (r_glsl_permutation->tex_Texture_First >= 0)
2034                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2035                 if (r_glsl_permutation->tex_Texture_Second >= 0)
2036                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2037                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2038                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2039                 break;
2040         case RENDERPATH_GL13:
2041         case RENDERPATH_GLES1:
2042                 R_Mesh_TexBind(0, first );
2043                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2044                 R_Mesh_TexMatrix(0, NULL);
2045                 R_Mesh_TexBind(1, second);
2046                 if (second)
2047                 {
2048                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2049                         R_Mesh_TexMatrix(1, NULL);
2050                 }
2051                 break;
2052         case RENDERPATH_GL11:
2053                 R_Mesh_TexBind(0, first );
2054                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2055                 R_Mesh_TexMatrix(0, NULL);
2056                 break;
2057         case RENDERPATH_SOFT:
2058                 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2059                 R_Mesh_TexBind(GL20TU_FIRST , first );
2060                 R_Mesh_TexBind(GL20TU_SECOND, second);
2061                 break;
2062         }
2063 }
2064
2065 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2066 {
2067         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2068 }
2069
2070 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2071 {
2072         unsigned int permutation = 0;
2073         if (r_trippy.integer && !notrippy)
2074                 permutation |= SHADERPERMUTATION_TRIPPY;
2075         if (depthrgb)
2076                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2077         if (skeletal)
2078                 permutation |= SHADERPERMUTATION_SKELETAL;
2079
2080         if (vid.allowalphatocoverage)
2081                 GL_AlphaToCoverage(false);
2082         switch (vid.renderpath)
2083         {
2084         case RENDERPATH_D3D9:
2085 #ifdef SUPPORTD3D
2086                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2087 #endif
2088                 break;
2089         case RENDERPATH_D3D10:
2090                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2091                 break;
2092         case RENDERPATH_D3D11:
2093                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2094                 break;
2095         case RENDERPATH_GL20:
2096         case RENDERPATH_GLES2:
2097                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2098 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2099                 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);
2100 #endif
2101                 break;
2102         case RENDERPATH_GL13:
2103         case RENDERPATH_GLES1:
2104                 R_Mesh_TexBind(0, 0);
2105                 R_Mesh_TexBind(1, 0);
2106                 break;
2107         case RENDERPATH_GL11:
2108                 R_Mesh_TexBind(0, 0);
2109                 break;
2110         case RENDERPATH_SOFT:
2111                 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2112                 break;
2113         }
2114 }
2115
2116 extern qboolean r_shadow_usingdeferredprepass;
2117 extern rtexture_t *r_shadow_attenuationgradienttexture;
2118 extern rtexture_t *r_shadow_attenuation2dtexture;
2119 extern rtexture_t *r_shadow_attenuation3dtexture;
2120 extern qboolean r_shadow_usingshadowmap2d;
2121 extern qboolean r_shadow_usingshadowmaportho;
2122 extern float r_shadow_shadowmap_texturescale[2];
2123 extern float r_shadow_shadowmap_parameters[4];
2124 extern qboolean r_shadow_shadowmapvsdct;
2125 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2126 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2127 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2128 extern matrix4x4_t r_shadow_shadowmapmatrix;
2129 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2130 extern int r_shadow_prepass_width;
2131 extern int r_shadow_prepass_height;
2132 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2133 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2134 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2135 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2136
2137 #define BLENDFUNC_ALLOWS_COLORMOD      1
2138 #define BLENDFUNC_ALLOWS_FOG           2
2139 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
2140 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2141 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2142 static int R_BlendFuncFlags(int src, int dst)
2143 {
2144         int r = 0;
2145
2146         // a blendfunc allows colormod if:
2147         // a) it can never keep the destination pixel invariant, or
2148         // b) it can keep the destination pixel invariant, and still can do so if colormodded
2149         // this is to prevent unintended side effects from colormod
2150
2151         // a blendfunc allows fog if:
2152         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2153         // this is to prevent unintended side effects from fog
2154
2155         // these checks are the output of fogeval.pl
2156
2157         r |= BLENDFUNC_ALLOWS_COLORMOD;
2158         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2159         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2160         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2161         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2162         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2163         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2164         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2165         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2166         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2167         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2168         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2169         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2170         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2171         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2172         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2173         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2174         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2175         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2176         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2177         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2178         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2179
2180         return r;
2181 }
2182
2183 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)
2184 {
2185         // select a permutation of the lighting shader appropriate to this
2186         // combination of texture, entity, light source, and fogging, only use the
2187         // minimum features necessary to avoid wasting rendering time in the
2188         // fragment shader on features that are not being used
2189         unsigned int permutation = 0;
2190         unsigned int mode = 0;
2191         int blendfuncflags;
2192         static float dummy_colormod[3] = {1, 1, 1};
2193         float *colormod = rsurface.colormod;
2194         float m16f[16];
2195         matrix4x4_t tempmatrix;
2196         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2197         if (r_trippy.integer && !notrippy)
2198                 permutation |= SHADERPERMUTATION_TRIPPY;
2199         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2200                 permutation |= SHADERPERMUTATION_ALPHAKILL;
2201         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2202                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2203         if (rsurfacepass == RSURFPASS_BACKGROUND)
2204         {
2205                 // distorted background
2206                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2207                 {
2208                         mode = SHADERMODE_WATER;
2209                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2210                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2211                         if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2212                         {
2213                                 // this is the right thing to do for wateralpha
2214                                 GL_BlendFunc(GL_ONE, GL_ZERO);
2215                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2216                         }
2217                         else
2218                         {
2219                                 // this is the right thing to do for entity alpha
2220                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2221                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2222                         }
2223                 }
2224                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2225                 {
2226                         mode = SHADERMODE_REFRACTION;
2227                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2228                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2229                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2230                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2231                 }
2232                 else
2233                 {
2234                         mode = SHADERMODE_GENERIC;
2235                         permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
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                 if (vid.allowalphatocoverage)
2240                         GL_AlphaToCoverage(false);
2241         }
2242         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2243         {
2244                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2245                 {
2246                         switch(rsurface.texture->offsetmapping)
2247                         {
2248                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2249                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2250                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2251                         case OFFSETMAPPING_OFF: break;
2252                         }
2253                 }
2254                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2255                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2256                 // normalmap (deferred prepass), may use alpha test on diffuse
2257                 mode = SHADERMODE_DEFERREDGEOMETRY;
2258                 GL_BlendFunc(GL_ONE, GL_ZERO);
2259                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2260                 if (vid.allowalphatocoverage)
2261                         GL_AlphaToCoverage(false);
2262         }
2263         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2264         {
2265                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2266                 {
2267                         switch(rsurface.texture->offsetmapping)
2268                         {
2269                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2270                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2271                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2272                         case OFFSETMAPPING_OFF: break;
2273                         }
2274                 }
2275                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2276                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2277                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2278                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2279                 // light source
2280                 mode = SHADERMODE_LIGHTSOURCE;
2281                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2282                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2283                 if (diffusescale > 0)
2284                         permutation |= SHADERPERMUTATION_DIFFUSE;
2285                 if (specularscale > 0)
2286                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2287                 if (r_refdef.fogenabled)
2288                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2289                 if (rsurface.texture->colormapping)
2290                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2291                 if (r_shadow_usingshadowmap2d)
2292                 {
2293                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2294                         if(r_shadow_shadowmapvsdct)
2295                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2296
2297                         if (r_shadow_shadowmap2ddepthbuffer)
2298                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2299                 }
2300                 if (rsurface.texture->reflectmasktexture)
2301                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2302                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2303                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2304                 if (vid.allowalphatocoverage)
2305                         GL_AlphaToCoverage(false);
2306         }
2307         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2308         {
2309                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2310                 {
2311                         switch(rsurface.texture->offsetmapping)
2312                         {
2313                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2314                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2315                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2316                         case OFFSETMAPPING_OFF: break;
2317                         }
2318                 }
2319                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2320                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2321                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2322                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2323                 // unshaded geometry (fullbright or ambient model lighting)
2324                 mode = SHADERMODE_FLATCOLOR;
2325                 ambientscale = diffusescale = specularscale = 0;
2326                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2327                         permutation |= SHADERPERMUTATION_GLOW;
2328                 if (r_refdef.fogenabled)
2329                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2330                 if (rsurface.texture->colormapping)
2331                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2332                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2333                 {
2334                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2335                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2336
2337                         if (r_shadow_shadowmap2ddepthbuffer)
2338                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2339                 }
2340                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2341                         permutation |= SHADERPERMUTATION_REFLECTION;
2342                 if (rsurface.texture->reflectmasktexture)
2343                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2344                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2345                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2346                 // when using alphatocoverage, we don't need alphakill
2347                 if (vid.allowalphatocoverage)
2348                 {
2349                         if (r_transparent_alphatocoverage.integer)
2350                         {
2351                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2352                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2353                         }
2354                         else
2355                                 GL_AlphaToCoverage(false);
2356                 }
2357         }
2358         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2359         {
2360                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2361                 {
2362                         switch(rsurface.texture->offsetmapping)
2363                         {
2364                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2365                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2366                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2367                         case OFFSETMAPPING_OFF: break;
2368                         }
2369                 }
2370                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2371                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2372                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2373                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2374                 // directional model lighting
2375                 mode = SHADERMODE_LIGHTDIRECTION;
2376                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2377                         permutation |= SHADERPERMUTATION_GLOW;
2378                 permutation |= SHADERPERMUTATION_DIFFUSE;
2379                 if (specularscale > 0)
2380                         permutation |= SHADERPERMUTATION_SPECULAR;
2381                 if (r_refdef.fogenabled)
2382                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2383                 if (rsurface.texture->colormapping)
2384                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2385                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2386                 {
2387                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2388                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2389
2390                         if (r_shadow_shadowmap2ddepthbuffer)
2391                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2392                 }
2393                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2394                         permutation |= SHADERPERMUTATION_REFLECTION;
2395                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2396                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2397                 if (rsurface.texture->reflectmasktexture)
2398                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2399                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2400                 {
2401                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2402                         if (r_shadow_bouncegriddirectional)
2403                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2404                 }
2405                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2406                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2407                 // when using alphatocoverage, we don't need alphakill
2408                 if (vid.allowalphatocoverage)
2409                 {
2410                         if (r_transparent_alphatocoverage.integer)
2411                         {
2412                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2413                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2414                         }
2415                         else
2416                                 GL_AlphaToCoverage(false);
2417                 }
2418         }
2419         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2420         {
2421                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2422                 {
2423                         switch(rsurface.texture->offsetmapping)
2424                         {
2425                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2426                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2427                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2428                         case OFFSETMAPPING_OFF: break;
2429                         }
2430                 }
2431                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2432                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2433                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2434                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2435                 // ambient model lighting
2436                 mode = SHADERMODE_LIGHTDIRECTION;
2437                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2438                         permutation |= SHADERPERMUTATION_GLOW;
2439                 if (r_refdef.fogenabled)
2440                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2441                 if (rsurface.texture->colormapping)
2442                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2443                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2444                 {
2445                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2446                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2447
2448                         if (r_shadow_shadowmap2ddepthbuffer)
2449                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2450                 }
2451                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2452                         permutation |= SHADERPERMUTATION_REFLECTION;
2453                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2454                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2455                 if (rsurface.texture->reflectmasktexture)
2456                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2457                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2458                 {
2459                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2460                         if (r_shadow_bouncegriddirectional)
2461                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2462                 }
2463                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2464                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2465                 // when using alphatocoverage, we don't need alphakill
2466                 if (vid.allowalphatocoverage)
2467                 {
2468                         if (r_transparent_alphatocoverage.integer)
2469                         {
2470                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2471                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2472                         }
2473                         else
2474                                 GL_AlphaToCoverage(false);
2475                 }
2476         }
2477         else
2478         {
2479                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2480                 {
2481                         switch(rsurface.texture->offsetmapping)
2482                         {
2483                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2484                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2485                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2486                         case OFFSETMAPPING_OFF: break;
2487                         }
2488                 }
2489                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2490                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2491                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2492                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2493                 // lightmapped wall
2494                 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2495                         permutation |= SHADERPERMUTATION_GLOW;
2496                 if (r_refdef.fogenabled)
2497                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2498                 if (rsurface.texture->colormapping)
2499                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2500                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2501                 {
2502                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2503                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2504
2505                         if (r_shadow_shadowmap2ddepthbuffer)
2506                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
2507                 }
2508                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2509                         permutation |= SHADERPERMUTATION_REFLECTION;
2510                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2511                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2512                 if (rsurface.texture->reflectmasktexture)
2513                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
2514                 if (FAKELIGHT_ENABLED)
2515                 {
2516                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
2517                         mode = SHADERMODE_FAKELIGHT;
2518                         permutation |= SHADERPERMUTATION_DIFFUSE;
2519                         if (specularscale > 0)
2520                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2521                 }
2522                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2523                 {
2524                         // deluxemapping (light direction texture)
2525                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2526                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2527                         else
2528                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2529                         permutation |= SHADERPERMUTATION_DIFFUSE;
2530                         if (specularscale > 0)
2531                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2532                 }
2533                 else if (r_glsl_deluxemapping.integer >= 2)
2534                 {
2535                         // fake deluxemapping (uniform light direction in tangentspace)
2536                         if (rsurface.uselightmaptexture)
2537                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2538                         else
2539                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2540                         permutation |= SHADERPERMUTATION_DIFFUSE;
2541                         if (specularscale > 0)
2542                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2543                 }
2544                 else if (rsurface.uselightmaptexture)
2545                 {
2546                         // ordinary lightmapping (q1bsp, q3bsp)
2547                         mode = SHADERMODE_LIGHTMAP;
2548                 }
2549                 else
2550                 {
2551                         // ordinary vertex coloring (q3bsp)
2552                         mode = SHADERMODE_VERTEXCOLOR;
2553                 }
2554                 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2555                 {
2556                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
2557                         if (r_shadow_bouncegriddirectional)
2558                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2559                 }
2560                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2561                 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2562                 // when using alphatocoverage, we don't need alphakill
2563                 if (vid.allowalphatocoverage)
2564                 {
2565                         if (r_transparent_alphatocoverage.integer)
2566                         {
2567                                 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2568                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2569                         }
2570                         else
2571                                 GL_AlphaToCoverage(false);
2572                 }
2573         }
2574         if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2575                 colormod = dummy_colormod;
2576         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2577                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2578         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2579                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2580         switch(vid.renderpath)
2581         {
2582         case RENDERPATH_D3D9:
2583 #ifdef SUPPORTD3D
2584                 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);
2585                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2586                 R_SetupShader_SetPermutationHLSL(mode, permutation);
2587                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2588                 if (mode == SHADERMODE_LIGHTSOURCE)
2589                 {
2590                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2591                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2592                 }
2593                 else
2594                 {
2595                         if (mode == SHADERMODE_LIGHTDIRECTION)
2596                         {
2597                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2598                         }
2599                 }
2600                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2601                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2602                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2603                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2604                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2605
2606                 if (mode == SHADERMODE_LIGHTSOURCE)
2607                 {
2608                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2609                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2610                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2611                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2612                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2613
2614                         // additive passes are only darkened by fog, not tinted
2615                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2616                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2617                 }
2618                 else
2619                 {
2620                         if (mode == SHADERMODE_FLATCOLOR)
2621                         {
2622                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2623                         }
2624                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2625                         {
2626                                 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]);
2627                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2628                                 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);
2629                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2630                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2631                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2632                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2633                         }
2634                         else
2635                         {
2636                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2637                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2638                                 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);
2639                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2640                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2641                         }
2642                         // additive passes are only darkened by fog, not tinted
2643                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2644                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2645                         else
2646                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2647                         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);
2648                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2649                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2650                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2651                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2652                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2653                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2654                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2655                         if (mode == SHADERMODE_WATER)
2656                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2657                 }
2658                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2659                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2660                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2661                 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));
2662                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2663                 if (rsurface.texture->pantstexture)
2664                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2665                 else
2666                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2667                 if (rsurface.texture->shirttexture)
2668                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2669                 else
2670                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2671                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2672                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2673                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2674                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2675                 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2676                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2677                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2678                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2679                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2680                         );
2681                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2682                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2683                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2684                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2685
2686                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
2687                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
2688                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
2689                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
2690                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
2691                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
2692                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
2693                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
2694                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
2695                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
2696                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
2697                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2698                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
2699                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
2700                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2701                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2702                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
2703                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2704                 {
2705                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2706                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2707                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2708                 }
2709                 else
2710                 {
2711                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2712                 }
2713 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
2714                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
2715                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
2716                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2717                 {
2718                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2719                         if (rsurface.rtlight)
2720                         {
2721                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
2722                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
2723                         }
2724                 }
2725 #endif
2726                 break;
2727         case RENDERPATH_D3D10:
2728                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2729                 break;
2730         case RENDERPATH_D3D11:
2731                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2732                 break;
2733         case RENDERPATH_GL20:
2734         case RENDERPATH_GLES2:
2735                 if (!vid.useinterleavedarrays)
2736                 {
2737                         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);
2738                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2739                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2740                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2741                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2742                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2743                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2744                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2745                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2746                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2747                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2748                 }
2749                 else
2750                 {
2751                         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);
2752                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2753                 }
2754                 // this has to be after RSurf_PrepareVerticesForBatch
2755                 if (rsurface.batchskeletaltransform3x4buffer)
2756                         permutation |= SHADERPERMUTATION_SKELETAL;
2757                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2758 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2759                 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);
2760 #endif
2761                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2762                 if (mode == SHADERMODE_LIGHTSOURCE)
2763                 {
2764                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2765                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2766                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2767                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2768                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2769                         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);
2770         
2771                         // additive passes are only darkened by fog, not tinted
2772                         if (r_glsl_permutation->loc_FogColor >= 0)
2773                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2774                         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);
2775                 }
2776                 else
2777                 {
2778                         if (mode == SHADERMODE_FLATCOLOR)
2779                         {
2780                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2781                         }
2782                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2783                         {
2784                                 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]);
2785                                 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]);
2786                                 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);
2787                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2788                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2789                                 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]);
2790                                 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]);
2791                         }
2792                         else
2793                         {
2794                                 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]);
2795                                 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]);
2796                                 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);
2797                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2798                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2799                         }
2800                         // additive passes are only darkened by fog, not tinted
2801                         if (r_glsl_permutation->loc_FogColor >= 0)
2802                         {
2803                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2804                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2805                                 else
2806                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2807                         }
2808                         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);
2809                         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]);
2810                         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]);
2811                         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]);
2812                         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]);
2813                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2814                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2815                         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);
2816                         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]);
2817                 }
2818                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2819                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2820                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2821                 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]);
2822                 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]);
2823
2824                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2825                 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));
2826                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2827                 if (r_glsl_permutation->loc_Color_Pants >= 0)
2828                 {
2829                         if (rsurface.texture->pantstexture)
2830                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2831                         else
2832                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2833                 }
2834                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2835                 {
2836                         if (rsurface.texture->shirttexture)
2837                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2838                         else
2839                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2840                 }
2841                 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]);
2842                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2843                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2844                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2845                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2846                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2847                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2848                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2849                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2850                         );
2851                 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);
2852                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2853                 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]);
2854                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2855                 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);}
2856                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2857
2858                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
2859                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
2860                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
2861                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
2862                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
2863                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
2864                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
2865                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
2866                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
2867                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
2868                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
2869                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
2870                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
2871                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
2872                 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);
2873                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2874                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2875                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2876                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2877                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2878                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2879                 {
2880                         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);
2881                         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);
2882                         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);
2883                 }
2884                 else
2885                 {
2886                         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);
2887                 }
2888                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2889                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2890                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2891                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2892                 {
2893                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2894                         if (rsurface.rtlight)
2895                         {
2896                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2897                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2898                         }
2899                 }
2900                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2901                 CHECKGLERROR
2902                 break;
2903         case RENDERPATH_GL11:
2904         case RENDERPATH_GL13:
2905         case RENDERPATH_GLES1:
2906                 break;
2907         case RENDERPATH_SOFT:
2908                 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);
2909                 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2910                 R_SetupShader_SetPermutationSoft(mode, permutation);
2911                 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2912                 if (mode == SHADERMODE_LIGHTSOURCE)
2913                 {
2914                         {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2915                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2916                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2917                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2918                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2919                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2920         
2921                         // additive passes are only darkened by fog, not tinted
2922                         DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2923                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2924                 }
2925                 else
2926                 {
2927                         if (mode == SHADERMODE_FLATCOLOR)
2928                         {
2929                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2930                         }
2931                         else if (mode == SHADERMODE_LIGHTDIRECTION)
2932                         {
2933                                 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]);
2934                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2935                                 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);
2936                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2937                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2938                                 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]);
2939                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2940                         }
2941                         else
2942                         {
2943                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2944                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2945                                 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);
2946                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2947                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2948                         }
2949                         // additive passes are only darkened by fog, not tinted
2950                         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2951                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2952                         else
2953                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2954                         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);
2955                         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]);
2956                         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]);
2957                         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]);
2958                         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]);
2959                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2960                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2961                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2962                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2963                 }
2964                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2965                 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2966                 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2967                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2968                 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]);
2969
2970                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2971                 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));
2972                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2973                 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2974                 {
2975                         if (rsurface.texture->pantstexture)
2976                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2977                         else
2978                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2979                 }
2980                 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2981                 {
2982                         if (rsurface.texture->shirttexture)
2983                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2984                         else
2985                                 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2986                 }
2987                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2988                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2989                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2990                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2991                 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2992                                 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2993                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2994                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2995                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2996                         );
2997                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2998                 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2999                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3000                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3001
3002                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
3003                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
3004                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
3005                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
3006                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
3007                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
3008                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
3009                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
3010                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
3011                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
3012                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
3013                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
3014                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
3015                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
3016                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
3017                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
3018                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
3019                 if (rsurfacepass == RSURFPASS_BACKGROUND)
3020                 {
3021                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
3022                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
3023                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3024                 }
3025                 else
3026                 {
3027                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3028                 }
3029 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
3030                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
3031                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
3032                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3033                 {
3034                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3035                         if (rsurface.rtlight)
3036                         {
3037                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
3038                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
3039                         }
3040                 }
3041                 break;
3042         }
3043 }
3044
3045 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3046 {
3047         // select a permutation of the lighting shader appropriate to this
3048         // combination of texture, entity, light source, and fogging, only use the
3049         // minimum features necessary to avoid wasting rendering time in the
3050         // fragment shader on features that are not being used
3051         unsigned int permutation = 0;
3052         unsigned int mode = 0;
3053         const float *lightcolorbase = rtlight->currentcolor;
3054         float ambientscale = rtlight->ambientscale;
3055         float diffusescale = rtlight->diffusescale;
3056         float specularscale = rtlight->specularscale;
3057         // this is the location of the light in view space
3058         vec3_t viewlightorigin;
3059         // this transforms from view space (camera) to light space (cubemap)
3060         matrix4x4_t viewtolight;
3061         matrix4x4_t lighttoview;
3062         float viewtolight16f[16];
3063         // light source
3064         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3065         if (rtlight->currentcubemap != r_texture_whitecube)
3066                 permutation |= SHADERPERMUTATION_CUBEFILTER;
3067         if (diffusescale > 0)
3068                 permutation |= SHADERPERMUTATION_DIFFUSE;
3069         if (specularscale > 0 && r_shadow_gloss.integer > 0)
3070                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3071         if (r_shadow_usingshadowmap2d)
3072         {
3073                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3074                 if (r_shadow_shadowmapvsdct)
3075                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3076
3077                 if (r_shadow_shadowmap2ddepthbuffer)
3078                         permutation |= SHADERPERMUTATION_DEPTHRGB;
3079         }
3080         if (vid.allowalphatocoverage)
3081                 GL_AlphaToCoverage(false);
3082         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3083         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3084         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3085         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3086         switch(vid.renderpath)
3087         {
3088         case RENDERPATH_D3D9:
3089 #ifdef SUPPORTD3D
3090                 R_SetupShader_SetPermutationHLSL(mode, permutation);
3091                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3092                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3093                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3094                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3095                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3096                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3097                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3098                 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);
3099                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3100                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3101
3102                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3103                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3104                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3105                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3106                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3107 #endif
3108                 break;
3109         case RENDERPATH_D3D10:
3110                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3111                 break;
3112         case RENDERPATH_D3D11:
3113                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3114                 break;
3115         case RENDERPATH_GL20:
3116         case RENDERPATH_GLES2:
3117                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3118                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3119                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
3120                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3121                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3122                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3123                 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]);
3124                 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]);
3125                 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);
3126                 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]);
3127                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
3128
3129                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
3130                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
3131                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
3132                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
3133                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
3134                 break;
3135         case RENDERPATH_GL11:
3136         case RENDERPATH_GL13:
3137         case RENDERPATH_GLES1:
3138                 break;
3139         case RENDERPATH_SOFT:
3140                 R_SetupShader_SetPermutationGLSL(mode, permutation);
3141                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3142                 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
3143                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3144                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3145                 DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3146                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3147                 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]);
3148                 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);
3149                 DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3150                 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3151
3152                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
3153                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
3154                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
3155                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
3156                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
3157                 break;
3158         }
3159 }
3160
3161 #define SKINFRAME_HASH 1024
3162
3163 typedef struct
3164 {
3165         int loadsequence; // incremented each level change
3166         memexpandablearray_t array;
3167         skinframe_t *hash[SKINFRAME_HASH];
3168 }
3169 r_skinframe_t;
3170 r_skinframe_t r_skinframe;
3171
3172 void R_SkinFrame_PrepareForPurge(void)
3173 {
3174         r_skinframe.loadsequence++;
3175         // wrap it without hitting zero
3176         if (r_skinframe.loadsequence >= 200)
3177                 r_skinframe.loadsequence = 1;
3178 }
3179
3180 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3181 {
3182         if (!skinframe)
3183                 return;
3184         // mark the skinframe as used for the purging code
3185         skinframe->loadsequence = r_skinframe.loadsequence;
3186 }
3187
3188 void R_SkinFrame_Purge(void)
3189 {
3190         int i;
3191         skinframe_t *s;
3192         for (i = 0;i < SKINFRAME_HASH;i++)
3193         {
3194                 for (s = r_skinframe.hash[i];s;s = s->next)
3195                 {
3196                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3197                         {
3198                                 if (s->merged == s->base)
3199                                         s->merged = NULL;
3200                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3201                                 R_PurgeTexture(s->stain );s->stain  = NULL;
3202                                 R_PurgeTexture(s->merged);s->merged = NULL;
3203                                 R_PurgeTexture(s->base  );s->base   = NULL;
3204                                 R_PurgeTexture(s->pants );s->pants  = NULL;
3205                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
3206                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
3207                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
3208                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
3209                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
3210                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
3211                                 s->loadsequence = 0;
3212                         }
3213                 }
3214         }
3215 }
3216
3217 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3218         skinframe_t *item;
3219         char basename[MAX_QPATH];
3220
3221         Image_StripImageExtension(name, basename, sizeof(basename));
3222
3223         if( last == NULL ) {
3224                 int hashindex;
3225                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3226                 item = r_skinframe.hash[hashindex];
3227         } else {
3228                 item = last->next;
3229         }
3230
3231         // linearly search through the hash bucket
3232         for( ; item ; item = item->next ) {
3233                 if( !strcmp( item->basename, basename ) ) {
3234                         return item;
3235                 }
3236         }
3237         return NULL;
3238 }
3239
3240 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3241 {
3242         skinframe_t *item;
3243         int hashindex;
3244         char basename[MAX_QPATH];
3245
3246         Image_StripImageExtension(name, basename, sizeof(basename));
3247
3248         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3249         for (item = r_skinframe.hash[hashindex];item;item = item->next)
3250                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3251                         break;
3252
3253         if (!item) {
3254                 rtexture_t *dyntexture;
3255                 // check whether its a dynamic texture
3256                 dyntexture = CL_GetDynTexture( basename );
3257                 if (!add && !dyntexture)
3258                         return NULL;
3259                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3260                 memset(item, 0, sizeof(*item));
3261                 strlcpy(item->basename, basename, sizeof(item->basename));
3262                 item->base = dyntexture; // either NULL or dyntexture handle
3263                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3264                 item->comparewidth = comparewidth;
3265                 item->compareheight = compareheight;
3266                 item->comparecrc = comparecrc;
3267                 item->next = r_skinframe.hash[hashindex];
3268                 r_skinframe.hash[hashindex] = item;
3269         }
3270         else if (textureflags & TEXF_FORCE_RELOAD)
3271         {
3272                 rtexture_t *dyntexture;
3273                 // check whether its a dynamic texture
3274                 dyntexture = CL_GetDynTexture( basename );
3275                 if (!add && !dyntexture)
3276                         return NULL;
3277                 if (item->merged == item->base)
3278                         item->merged = NULL;
3279                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3280                 R_PurgeTexture(item->stain );item->stain  = NULL;
3281                 R_PurgeTexture(item->merged);item->merged = NULL;
3282                 R_PurgeTexture(item->base  );item->base   = NULL;
3283                 R_PurgeTexture(item->pants );item->pants  = NULL;
3284                 R_PurgeTexture(item->shirt );item->shirt  = NULL;
3285                 R_PurgeTexture(item->nmap  );item->nmap   = NULL;
3286                 R_PurgeTexture(item->gloss );item->gloss  = NULL;
3287                 R_PurgeTexture(item->glow  );item->glow   = NULL;
3288                 R_PurgeTexture(item->fog   );item->fog    = NULL;
3289         R_PurgeTexture(item->reflect);item->reflect = NULL;
3290                 item->loadsequence = 0;
3291         }
3292         else if( item->base == NULL )
3293         {
3294                 rtexture_t *dyntexture;
3295                 // check whether its a dynamic texture
3296                 // 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]
3297                 dyntexture = CL_GetDynTexture( basename );
3298                 item->base = dyntexture; // either NULL or dyntexture handle
3299         }
3300
3301         R_SkinFrame_MarkUsed(item);
3302         return item;
3303 }
3304
3305 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3306         { \
3307                 unsigned long long avgcolor[5], wsum; \
3308                 int pix, comp, w; \
3309                 avgcolor[0] = 0; \
3310                 avgcolor[1] = 0; \
3311                 avgcolor[2] = 0; \
3312                 avgcolor[3] = 0; \
3313                 avgcolor[4] = 0; \
3314                 wsum = 0; \
3315                 for(pix = 0; pix < cnt; ++pix) \
3316                 { \
3317                         w = 0; \
3318                         for(comp = 0; comp < 3; ++comp) \
3319                                 w += getpixel; \
3320                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3321                         { \
3322                                 ++wsum; \
3323                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3324                                 w = getpixel; \
3325                                 for(comp = 0; comp < 3; ++comp) \
3326                                         avgcolor[comp] += getpixel * w; \
3327                                 avgcolor[3] += w; \
3328                         } \
3329                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3330                         avgcolor[4] += getpixel; \
3331                 } \
3332                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3333                         avgcolor[3] = 1; \
3334                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3335                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3336                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3337                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3338         }
3339
3340 extern cvar_t gl_picmip;
3341 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3342 {
3343         int j;
3344         unsigned char *pixels;
3345         unsigned char *bumppixels;
3346         unsigned char *basepixels = NULL;
3347         int basepixels_width = 0;
3348         int basepixels_height = 0;
3349         skinframe_t *skinframe;
3350         rtexture_t *ddsbase = NULL;
3351         qboolean ddshasalpha = false;
3352         float ddsavgcolor[4];
3353         char basename[MAX_QPATH];
3354         int miplevel = R_PicmipForFlags(textureflags);
3355         int savemiplevel = miplevel;
3356         int mymiplevel;
3357         char vabuf[1024];
3358
3359         if (cls.state == ca_dedicated)
3360                 return NULL;
3361
3362         // return an existing skinframe if already loaded
3363         // if loading of the first image fails, don't make a new skinframe as it
3364         // would cause all future lookups of this to be missing
3365         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3366         if (skinframe && skinframe->base)
3367                 return skinframe;
3368
3369         Image_StripImageExtension(name, basename, sizeof(basename));
3370
3371         // check for DDS texture file first
3372         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3373         {
3374                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3375                 if (basepixels == NULL)
3376                         return NULL;
3377         }
3378
3379         // FIXME handle miplevel
3380
3381         if (developer_loading.integer)
3382                 Con_Printf("loading skin \"%s\"\n", name);
3383
3384         // we've got some pixels to store, so really allocate this new texture now
3385         if (!skinframe)
3386                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3387         textureflags &= ~TEXF_FORCE_RELOAD;
3388         skinframe->stain = NULL;
3389         skinframe->merged = NULL;
3390         skinframe->base = NULL;
3391         skinframe->pants = NULL;
3392         skinframe->shirt = NULL;
3393         skinframe->nmap = NULL;
3394         skinframe->gloss = NULL;
3395         skinframe->glow = NULL;
3396         skinframe->fog = NULL;
3397         skinframe->reflect = NULL;
3398         skinframe->hasalpha = false;
3399
3400         if (ddsbase)
3401         {
3402                 skinframe->base = ddsbase;
3403                 skinframe->hasalpha = ddshasalpha;
3404                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3405                 if (r_loadfog && skinframe->hasalpha)
3406                         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);
3407                 //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]);
3408         }
3409         else
3410         {
3411                 basepixels_width = image_width;
3412                 basepixels_height = image_height;
3413                 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);
3414                 if (textureflags & TEXF_ALPHA)
3415                 {
3416                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3417                         {
3418                                 if (basepixels[j] < 255)
3419                                 {
3420                                         skinframe->hasalpha = true;
3421                                         break;
3422                                 }
3423                         }
3424                         if (r_loadfog && skinframe->hasalpha)
3425                         {
3426                                 // has transparent pixels
3427                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3428                                 for (j = 0;j < image_width * image_height * 4;j += 4)
3429                                 {
3430                                         pixels[j+0] = 255;
3431                                         pixels[j+1] = 255;
3432                                         pixels[j+2] = 255;
3433                                         pixels[j+3] = basepixels[j+3];
3434                                 }
3435                                 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);
3436                                 Mem_Free(pixels);
3437                         }
3438                 }
3439                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3440 #ifndef USE_GLES2
3441                 //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]);
3442                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3443                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3444                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3445                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3446 #endif
3447         }
3448
3449         if (r_loaddds)
3450         {
3451                 mymiplevel = savemiplevel;
3452                 if (r_loadnormalmap)
3453                         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);
3454                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3455                 if (r_loadgloss)
3456                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3457                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3458                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3459                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3460         }
3461
3462         // _norm is the name used by tenebrae and has been adopted as standard
3463         if (r_loadnormalmap && skinframe->nmap == NULL)
3464         {
3465                 mymiplevel = savemiplevel;
3466                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3467                 {
3468                         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);
3469                         Mem_Free(pixels);
3470                         pixels = NULL;
3471                 }
3472                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3473                 {
3474                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3475                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
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                         Mem_Free(bumppixels);
3479                 }
3480                 else if (r_shadow_bumpscale_basetexture.value > 0)
3481                 {
3482                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3483                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3484                         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);
3485                         Mem_Free(pixels);
3486                 }
3487 #ifndef USE_GLES2
3488                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3489                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3490 #endif
3491         }
3492
3493         // _luma is supported only for tenebrae compatibility
3494         // _glow is the preferred name
3495         mymiplevel = savemiplevel;
3496         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))))
3497         {
3498                 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);
3499 #ifndef USE_GLES2
3500                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3501                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3502 #endif
3503                 Mem_Free(pixels);pixels = NULL;
3504         }
3505
3506         mymiplevel = savemiplevel;
3507         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3508         {
3509                 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);
3510 #ifndef USE_GLES2
3511                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3512                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3513 #endif
3514                 Mem_Free(pixels);
3515                 pixels = NULL;
3516         }
3517
3518         mymiplevel = savemiplevel;
3519         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3520         {
3521                 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);
3522 #ifndef USE_GLES2
3523                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3524                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3525 #endif
3526                 Mem_Free(pixels);
3527                 pixels = NULL;
3528         }
3529
3530         mymiplevel = savemiplevel;
3531         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3532         {
3533                 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);
3534 #ifndef USE_GLES2
3535                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3536                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3537 #endif
3538                 Mem_Free(pixels);
3539                 pixels = NULL;
3540         }
3541
3542         mymiplevel = savemiplevel;
3543         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3544         {
3545                 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);
3546 #ifndef USE_GLES2
3547                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3548                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3549 #endif
3550                 Mem_Free(pixels);
3551                 pixels = NULL;
3552         }
3553
3554         if (basepixels)
3555                 Mem_Free(basepixels);
3556
3557         return skinframe;
3558 }
3559
3560 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3561 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3562 {
3563         int i;
3564         unsigned char *temp1, *temp2;
3565         skinframe_t *skinframe;
3566         char vabuf[1024];
3567
3568         if (cls.state == ca_dedicated)
3569                 return NULL;
3570
3571         // if already loaded just return it, otherwise make a new skinframe
3572         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3573         if (skinframe->base)
3574                 return skinframe;
3575         textureflags &= ~TEXF_FORCE_RELOAD;
3576
3577         skinframe->stain = NULL;
3578         skinframe->merged = NULL;
3579         skinframe->base = NULL;
3580         skinframe->pants = NULL;
3581         skinframe->shirt = NULL;
3582         skinframe->nmap = NULL;
3583         skinframe->gloss = NULL;
3584         skinframe->glow = NULL;
3585         skinframe->fog = NULL;
3586         skinframe->reflect = NULL;
3587         skinframe->hasalpha = false;
3588
3589         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3590         if (!skindata)
3591                 return NULL;
3592
3593         if (developer_loading.integer)
3594                 Con_Printf("loading 32bit skin \"%s\"\n", name);
3595
3596         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3597         {
3598                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3599                 temp2 = temp1 + width * height * 4;
3600                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3601                 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);
3602                 Mem_Free(temp1);
3603         }
3604         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3605         if (textureflags & TEXF_ALPHA)
3606         {
3607                 for (i = 3;i < width * height * 4;i += 4)
3608                 {
3609                         if (skindata[i] < 255)
3610                         {
3611                                 skinframe->hasalpha = true;
3612                                 break;
3613                         }
3614                 }
3615                 if (r_loadfog && skinframe->hasalpha)
3616                 {
3617                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3618                         memcpy(fogpixels, skindata, width * height * 4);
3619                         for (i = 0;i < width * height * 4;i += 4)
3620                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3621                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3622                         Mem_Free(fogpixels);
3623                 }
3624         }
3625
3626         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3627         //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]);
3628
3629         return skinframe;
3630 }
3631
3632 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3633 {
3634         int i;
3635         int featuresmask;
3636         skinframe_t *skinframe;
3637
3638         if (cls.state == ca_dedicated)
3639                 return NULL;
3640
3641         // if already loaded just return it, otherwise make a new skinframe
3642         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3643         if (skinframe->base)
3644                 return skinframe;
3645         //textureflags &= ~TEXF_FORCE_RELOAD;
3646
3647         skinframe->stain = NULL;
3648         skinframe->merged = NULL;
3649         skinframe->base = NULL;
3650         skinframe->pants = NULL;
3651         skinframe->shirt = NULL;
3652         skinframe->nmap = NULL;
3653         skinframe->gloss = NULL;
3654         skinframe->glow = NULL;
3655         skinframe->fog = NULL;
3656         skinframe->reflect = NULL;
3657         skinframe->hasalpha = false;
3658
3659         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3660         if (!skindata)
3661                 return NULL;
3662
3663         if (developer_loading.integer)
3664                 Con_Printf("loading quake skin \"%s\"\n", name);
3665
3666         // 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)
3667         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3668         memcpy(skinframe->qpixels, skindata, width*height);
3669         skinframe->qwidth = width;
3670         skinframe->qheight = height;
3671
3672         featuresmask = 0;
3673         for (i = 0;i < width * height;i++)
3674                 featuresmask |= palette_featureflags[skindata[i]];
3675
3676         skinframe->hasalpha = false;
3677         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3678         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3679         skinframe->qgeneratemerged = true;
3680         skinframe->qgeneratebase = skinframe->qhascolormapping;
3681         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3682
3683         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3684         //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]);
3685
3686         return skinframe;
3687 }
3688
3689 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3690 {
3691         int width;
3692         int height;
3693         unsigned char *skindata;
3694         char vabuf[1024];
3695
3696         if (!skinframe->qpixels)
3697                 return;
3698
3699         if (!skinframe->qhascolormapping)
3700                 colormapped = false;
3701
3702         if (colormapped)
3703         {
3704                 if (!skinframe->qgeneratebase)
3705                         return;
3706         }
3707         else
3708         {
3709                 if (!skinframe->qgeneratemerged)
3710                         return;
3711         }
3712
3713         width = skinframe->qwidth;
3714         height = skinframe->qheight;
3715         skindata = skinframe->qpixels;
3716
3717         if (skinframe->qgeneratenmap)
3718         {
3719                 unsigned char *temp1, *temp2;
3720                 skinframe->qgeneratenmap = false;
3721                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3722                 temp2 = temp1 + width * height * 4;
3723                 // use either a custom palette or the quake palette
3724                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3725                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3726                 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);
3727                 Mem_Free(temp1);
3728         }
3729
3730         if (skinframe->qgenerateglow)
3731         {
3732                 skinframe->qgenerateglow = false;
3733                 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
3734         }
3735
3736         if (colormapped)
3737         {
3738                 skinframe->qgeneratebase = false;
3739                 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);
3740                 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);
3741                 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);
3742         }
3743         else
3744         {
3745                 skinframe->qgeneratemerged = false;
3746                 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);
3747         }
3748
3749         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3750         {
3751                 Mem_Free(skinframe->qpixels);
3752                 skinframe->qpixels = NULL;
3753         }
3754 }
3755
3756 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)
3757 {
3758         int i;
3759         skinframe_t *skinframe;
3760         char vabuf[1024];
3761
3762         if (cls.state == ca_dedicated)
3763                 return NULL;
3764
3765         // if already loaded just return it, otherwise make a new skinframe
3766         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3767         if (skinframe->base)
3768                 return skinframe;
3769         textureflags &= ~TEXF_FORCE_RELOAD;
3770
3771         skinframe->stain = NULL;
3772         skinframe->merged = NULL;
3773         skinframe->base = NULL;
3774         skinframe->pants = NULL;
3775         skinframe->shirt = NULL;
3776         skinframe->nmap = NULL;
3777         skinframe->gloss = NULL;
3778         skinframe->glow = NULL;
3779         skinframe->fog = NULL;
3780         skinframe->reflect = NULL;
3781         skinframe->hasalpha = false;
3782
3783         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3784         if (!skindata)
3785                 return NULL;
3786
3787         if (developer_loading.integer)
3788                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3789
3790         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3791         if (textureflags & TEXF_ALPHA)
3792         {
3793                 for (i = 0;i < width * height;i++)
3794                 {
3795                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3796                         {
3797                                 skinframe->hasalpha = true;
3798                                 break;
3799                         }
3800                 }
3801                 if (r_loadfog && skinframe->hasalpha)
3802                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3803         }
3804
3805         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3806         //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]);
3807
3808         return skinframe;
3809 }
3810
3811 skinframe_t *R_SkinFrame_LoadMissing(void)
3812 {
3813         skinframe_t *skinframe;
3814
3815         if (cls.state == ca_dedicated)
3816                 return NULL;
3817
3818         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3819         skinframe->stain = NULL;
3820         skinframe->merged = NULL;
3821         skinframe->base = NULL;
3822         skinframe->pants = NULL;
3823         skinframe->shirt = NULL;
3824         skinframe->nmap = NULL;
3825         skinframe->gloss = NULL;
3826         skinframe->glow = NULL;
3827         skinframe->fog = NULL;
3828         skinframe->reflect = NULL;
3829         skinframe->hasalpha = false;
3830
3831         skinframe->avgcolor[0] = rand() / RAND_MAX;
3832         skinframe->avgcolor[1] = rand() / RAND_MAX;
3833         skinframe->avgcolor[2] = rand() / RAND_MAX;
3834         skinframe->avgcolor[3] = 1;
3835
3836         return skinframe;
3837 }
3838
3839 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3840 typedef struct suffixinfo_s
3841 {
3842         const char *suffix;
3843         qboolean flipx, flipy, flipdiagonal;
3844 }
3845 suffixinfo_t;
3846 static suffixinfo_t suffix[3][6] =
3847 {
3848         {
3849                 {"px",   false, false, false},
3850                 {"nx",   false, false, false},
3851                 {"py",   false, false, false},
3852                 {"ny",   false, false, false},
3853                 {"pz",   false, false, false},
3854                 {"nz",   false, false, false}
3855         },
3856         {
3857                 {"posx", false, false, false},
3858                 {"negx", false, false, false},
3859                 {"posy", false, false, false},
3860                 {"negy", false, false, false},
3861                 {"posz", false, false, false},
3862                 {"negz", false, false, false}
3863         },
3864         {
3865                 {"rt",    true, false,  true},
3866                 {"lf",   false,  true,  true},
3867                 {"ft",    true,  true, false},
3868                 {"bk",   false, false, false},
3869                 {"up",    true, false,  true},
3870                 {"dn",    true, false,  true}
3871         }
3872 };
3873
3874 static int componentorder[4] = {0, 1, 2, 3};
3875
3876 static rtexture_t *R_LoadCubemap(const char *basename)
3877 {
3878         int i, j, cubemapsize;
3879         unsigned char *cubemappixels, *image_buffer;
3880         rtexture_t *cubemaptexture;
3881         char name[256];
3882         // must start 0 so the first loadimagepixels has no requested width/height
3883         cubemapsize = 0;
3884         cubemappixels = NULL;
3885         cubemaptexture = NULL;
3886         // keep trying different suffix groups (posx, px, rt) until one loads
3887         for (j = 0;j < 3 && !cubemappixels;j++)
3888         {
3889                 // load the 6 images in the suffix group
3890                 for (i = 0;i < 6;i++)
3891                 {
3892                         // generate an image name based on the base and and suffix
3893                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3894                         // load it
3895                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3896                         {
3897                                 // an image loaded, make sure width and height are equal
3898                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3899                                 {
3900                                         // if this is the first image to load successfully, allocate the cubemap memory
3901                                         if (!cubemappixels && image_width >= 1)
3902                                         {
3903                                                 cubemapsize = image_width;
3904                                                 // note this clears to black, so unavailable sides are black
3905                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3906                                         }
3907                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3908                                         if (cubemappixels)
3909                                                 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);
3910                                 }
3911                                 else
3912                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3913                                 // free the image
3914                                 Mem_Free(image_buffer);
3915                         }
3916                 }
3917         }
3918         // if a cubemap loaded, upload it
3919         if (cubemappixels)
3920         {
3921                 if (developer_loading.integer)
3922                         Con_Printf("loading cubemap \"%s\"\n", basename);
3923
3924                 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);
3925                 Mem_Free(cubemappixels);
3926         }
3927         else
3928         {
3929                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3930                 if (developer_loading.integer)
3931                 {
3932                         Con_Printf("(tried tried images ");
3933                         for (j = 0;j < 3;j++)
3934                                 for (i = 0;i < 6;i++)
3935                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3936                         Con_Print(" and was unable to find any of them).\n");
3937                 }
3938         }
3939         return cubemaptexture;
3940 }
3941
3942 rtexture_t *R_GetCubemap(const char *basename)
3943 {
3944         int i;
3945         for (i = 0;i < r_texture_numcubemaps;i++)
3946                 if (r_texture_cubemaps[i] != NULL)
3947                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3948                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3949         if (i >= MAX_CUBEMAPS || !r_main_mempool)
3950                 return r_texture_whitecube;
3951         r_texture_numcubemaps++;
3952         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3953         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3954         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3955         return r_texture_cubemaps[i]->texture;
3956 }
3957
3958 static void R_Main_FreeViewCache(void)
3959 {
3960         if (r_refdef.viewcache.entityvisible)
3961                 Mem_Free(r_refdef.viewcache.entityvisible);
3962         if (r_refdef.viewcache.world_pvsbits)
3963                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3964         if (r_refdef.viewcache.world_leafvisible)
3965                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3966         if (r_refdef.viewcache.world_surfacevisible)
3967                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3968         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3969 }
3970
3971 static void R_Main_ResizeViewCache(void)
3972 {
3973         int numentities = r_refdef.scene.numentities;
3974         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3975         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3976         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3977         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3978         if (r_refdef.viewcache.maxentities < numentities)
3979         {
3980                 r_refdef.viewcache.maxentities = numentities;
3981                 if (r_refdef.viewcache.entityvisible)
3982                         Mem_Free(r_refdef.viewcache.entityvisible);
3983                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3984         }
3985         if (r_refdef.viewcache.world_numclusters != numclusters)
3986         {
3987                 r_refdef.viewcache.world_numclusters = numclusters;
3988                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3989                 if (r_refdef.viewcache.world_pvsbits)
3990                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3991                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3992         }
3993         if (r_refdef.viewcache.world_numleafs != numleafs)
3994         {
3995                 r_refdef.viewcache.world_numleafs = numleafs;
3996                 if (r_refdef.viewcache.world_leafvisible)
3997                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3998                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3999         }
4000         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
4001         {
4002                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
4003                 if (r_refdef.viewcache.world_surfacevisible)
4004                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
4005                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
4006         }
4007 }
4008
4009 extern rtexture_t *loadingscreentexture;
4010 static void gl_main_start(void)
4011 {
4012         loadingscreentexture = NULL;
4013         r_texture_blanknormalmap = NULL;
4014         r_texture_white = NULL;
4015         r_texture_grey128 = NULL;
4016         r_texture_black = NULL;
4017         r_texture_whitecube = NULL;
4018         r_texture_normalizationcube = NULL;
4019         r_texture_fogattenuation = NULL;
4020         r_texture_fogheighttexture = NULL;
4021         r_texture_gammaramps = NULL;
4022         r_texture_numcubemaps = 0;
4023         r_uniformbufferalignment = 32;
4024
4025         r_loaddds = r_texture_dds_load.integer != 0;
4026         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4027
4028         switch(vid.renderpath)
4029         {
4030         case RENDERPATH_GL20:
4031         case RENDERPATH_D3D9:
4032         case RENDERPATH_D3D10:
4033         case RENDERPATH_D3D11:
4034         case RENDERPATH_SOFT:
4035         case RENDERPATH_GLES2:
4036                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4037                 Cvar_SetValueQuick(&gl_combine, 1);
4038                 Cvar_SetValueQuick(&r_glsl, 1);
4039                 r_loadnormalmap = true;
4040                 r_loadgloss = true;
4041                 r_loadfog = false;
4042 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4043                 if (vid.support.arb_uniform_buffer_object)
4044                         qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4045 #endif
4046                         break;
4047         case RENDERPATH_GL13:
4048         case RENDERPATH_GLES1:
4049                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4050                 Cvar_SetValueQuick(&gl_combine, 1);
4051                 Cvar_SetValueQuick(&r_glsl, 0);
4052                 r_loadnormalmap = false;
4053                 r_loadgloss = false;
4054                 r_loadfog = true;
4055                 break;
4056         case RENDERPATH_GL11:
4057                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4058                 Cvar_SetValueQuick(&gl_combine, 0);
4059                 Cvar_SetValueQuick(&r_glsl, 0);
4060                 r_loadnormalmap = false;
4061                 r_loadgloss = false;
4062                 r_loadfog = true;
4063                 break;
4064         }
4065
4066         R_AnimCache_Free();
4067         R_FrameData_Reset();
4068         R_BufferData_Reset();
4069
4070         r_numqueries = 0;
4071         r_maxqueries = 0;
4072         memset(r_queries, 0, sizeof(r_queries));
4073
4074         r_qwskincache = NULL;
4075         r_qwskincache_size = 0;
4076
4077         // due to caching of texture_t references, the collision cache must be reset
4078         Collision_Cache_Reset(true);
4079
4080         // set up r_skinframe loading system for textures
4081         memset(&r_skinframe, 0, sizeof(r_skinframe));
4082         r_skinframe.loadsequence = 1;
4083         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4084
4085         r_main_texturepool = R_AllocTexturePool();
4086         R_BuildBlankTextures();
4087         R_BuildNoTexture();
4088         if (vid.support.arb_texture_cube_map)
4089         {
4090                 R_BuildWhiteCube();
4091                 R_BuildNormalizationCube();
4092         }
4093         r_texture_fogattenuation = NULL;
4094         r_texture_fogheighttexture = NULL;
4095         r_texture_gammaramps = NULL;
4096         //r_texture_fogintensity = NULL;
4097         memset(&r_fb, 0, sizeof(r_fb));
4098         r_glsl_permutation = NULL;
4099         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4100         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4101         glslshaderstring = NULL;
4102 #ifdef SUPPORTD3D
4103         r_hlsl_permutation = NULL;
4104         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4105         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4106 #endif
4107         hlslshaderstring = NULL;
4108         memset(&r_svbsp, 0, sizeof (r_svbsp));
4109
4110         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4111         r_texture_numcubemaps = 0;
4112
4113         r_refdef.fogmasktable_density = 0;
4114
4115 #ifdef __ANDROID__
4116         // For Steelstorm Android
4117         // FIXME CACHE the program and reload
4118         // FIXME see possible combinations for SS:BR android
4119         Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4120         R_SetupShader_SetPermutationGLSL(0, 12);
4121         R_SetupShader_SetPermutationGLSL(0, 13);
4122         R_SetupShader_SetPermutationGLSL(0, 8388621);
4123         R_SetupShader_SetPermutationGLSL(3, 0);
4124         R_SetupShader_SetPermutationGLSL(3, 2048);
4125         R_SetupShader_SetPermutationGLSL(5, 0);
4126         R_SetupShader_SetPermutationGLSL(5, 2);
4127         R_SetupShader_SetPermutationGLSL(5, 2048);
4128         R_SetupShader_SetPermutationGLSL(5, 8388608);
4129         R_SetupShader_SetPermutationGLSL(11, 1);
4130         R_SetupShader_SetPermutationGLSL(11, 2049);
4131         R_SetupShader_SetPermutationGLSL(11, 8193);
4132         R_SetupShader_SetPermutationGLSL(11, 10241);
4133         Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4134 #endif
4135 }
4136
4137 static void gl_main_shutdown(void)
4138 {
4139         R_AnimCache_Free();
4140         R_FrameData_Reset();
4141         R_BufferData_Reset();
4142
4143         R_Main_FreeViewCache();
4144
4145         switch(vid.renderpath)
4146         {
4147         case RENDERPATH_GL11:
4148         case RENDERPATH_GL13:
4149         case RENDERPATH_GL20:
4150         case RENDERPATH_GLES1:
4151         case RENDERPATH_GLES2:
4152 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4153                 if (r_maxqueries)
4154                         qglDeleteQueriesARB(r_maxqueries, r_queries);
4155 #endif
4156                 break;
4157         case RENDERPATH_D3D9:
4158                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4159                 break;
4160         case RENDERPATH_D3D10:
4161                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4162                 break;
4163         case RENDERPATH_D3D11:
4164                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4165                 break;
4166         case RENDERPATH_SOFT:
4167                 break;
4168         }
4169
4170         r_numqueries = 0;
4171         r_maxqueries = 0;
4172         memset(r_queries, 0, sizeof(r_queries));
4173
4174         r_qwskincache = NULL;
4175         r_qwskincache_size = 0;
4176
4177         // clear out the r_skinframe state
4178         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4179         memset(&r_skinframe, 0, sizeof(r_skinframe));
4180
4181         if (r_svbsp.nodes)
4182                 Mem_Free(r_svbsp.nodes);
4183         memset(&r_svbsp, 0, sizeof (r_svbsp));
4184         R_FreeTexturePool(&r_main_texturepool);
4185         loadingscreentexture = NULL;
4186         r_texture_blanknormalmap = NULL;
4187         r_texture_white = NULL;
4188         r_texture_grey128 = NULL;
4189         r_texture_black = NULL;
4190         r_texture_whitecube = NULL;
4191         r_texture_normalizationcube = NULL;
4192         r_texture_fogattenuation = NULL;
4193         r_texture_fogheighttexture = NULL;
4194         r_texture_gammaramps = NULL;
4195         r_texture_numcubemaps = 0;
4196         //r_texture_fogintensity = NULL;
4197         memset(&r_fb, 0, sizeof(r_fb));
4198         R_GLSL_Restart_f();
4199
4200         r_glsl_permutation = NULL;
4201         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4202         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4203         glslshaderstring = NULL;
4204 #ifdef SUPPORTD3D
4205         r_hlsl_permutation = NULL;
4206         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4207         Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4208 #endif
4209         hlslshaderstring = NULL;
4210 }
4211
4212 static void gl_main_newmap(void)
4213 {
4214         // FIXME: move this code to client
4215         char *entities, entname[MAX_QPATH];
4216         if (r_qwskincache)
4217                 Mem_Free(r_qwskincache);
4218         r_qwskincache = NULL;
4219         r_qwskincache_size = 0;
4220         if (cl.worldmodel)
4221         {
4222                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4223                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4224                 {
4225                         CL_ParseEntityLump(entities);
4226                         Mem_Free(entities);
4227                         return;
4228                 }
4229                 if (cl.worldmodel->brush.entities)
4230                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
4231         }
4232         R_Main_FreeViewCache();
4233
4234         R_FrameData_Reset();
4235         R_BufferData_Reset();
4236 }
4237
4238 void GL_Main_Init(void)
4239 {
4240         int i;
4241         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4242
4243         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4244         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4245         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4246         if (gamemode == GAME_NEHAHRA)
4247         {
4248                 Cvar_RegisterVariable (&gl_fogenable);
4249                 Cvar_RegisterVariable (&gl_fogdensity);
4250                 Cvar_RegisterVariable (&gl_fogred);
4251                 Cvar_RegisterVariable (&gl_foggreen);
4252                 Cvar_RegisterVariable (&gl_fogblue);
4253                 Cvar_RegisterVariable (&gl_fogstart);
4254                 Cvar_RegisterVariable (&gl_fogend);
4255                 Cvar_RegisterVariable (&gl_skyclip);
4256         }
4257         Cvar_RegisterVariable(&r_motionblur);
4258         Cvar_RegisterVariable(&r_damageblur);
4259         Cvar_RegisterVariable(&r_motionblur_averaging);
4260         Cvar_RegisterVariable(&r_motionblur_randomize);
4261         Cvar_RegisterVariable(&r_motionblur_minblur);
4262         Cvar_RegisterVariable(&r_motionblur_maxblur);
4263         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4264         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4265         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4266         Cvar_RegisterVariable(&r_motionblur_mousefactor);
4267         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4268         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4269         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4270         Cvar_RegisterVariable(&r_equalize_entities_minambient);
4271         Cvar_RegisterVariable(&r_equalize_entities_by);
4272         Cvar_RegisterVariable(&r_equalize_entities_to);
4273         Cvar_RegisterVariable(&r_depthfirst);
4274         Cvar_RegisterVariable(&r_useinfinitefarclip);
4275         Cvar_RegisterVariable(&r_farclip_base);
4276         Cvar_RegisterVariable(&r_farclip_world);
4277         Cvar_RegisterVariable(&r_nearclip);
4278         Cvar_RegisterVariable(&r_deformvertexes);
4279         Cvar_RegisterVariable(&r_transparent);
4280         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4281         Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4282         Cvar_RegisterVariable(&r_transparent_useplanardistance);
4283         Cvar_RegisterVariable(&r_showoverdraw);
4284         Cvar_RegisterVariable(&r_showbboxes);
4285         Cvar_RegisterVariable(&r_showsurfaces);
4286         Cvar_RegisterVariable(&r_showtris);
4287         Cvar_RegisterVariable(&r_shownormals);
4288         Cvar_RegisterVariable(&r_showlighting);
4289         Cvar_RegisterVariable(&r_showshadowvolumes);
4290         Cvar_RegisterVariable(&r_showcollisionbrushes);
4291         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4292         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4293         Cvar_RegisterVariable(&r_showdisabledepthtest);
4294         Cvar_RegisterVariable(&r_drawportals);
4295         Cvar_RegisterVariable(&r_drawentities);
4296         Cvar_RegisterVariable(&r_draw2d);
4297         Cvar_RegisterVariable(&r_drawworld);
4298         Cvar_RegisterVariable(&r_cullentities_trace);
4299         Cvar_RegisterVariable(&r_cullentities_trace_samples);
4300         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4301         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4302         Cvar_RegisterVariable(&r_cullentities_trace_delay);
4303         Cvar_RegisterVariable(&r_sortentities);
4304         Cvar_RegisterVariable(&r_drawviewmodel);
4305         Cvar_RegisterVariable(&r_drawexteriormodel);
4306         Cvar_RegisterVariable(&r_speeds);
4307         Cvar_RegisterVariable(&r_fullbrights);
4308         Cvar_RegisterVariable(&r_wateralpha);
4309         Cvar_RegisterVariable(&r_dynamic);
4310         Cvar_RegisterVariable(&r_fakelight);
4311         Cvar_RegisterVariable(&r_fakelight_intensity);
4312         Cvar_RegisterVariable(&r_fullbright);
4313         Cvar_RegisterVariable(&r_shadows);
4314         Cvar_RegisterVariable(&r_shadows_darken);
4315         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4316         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4317         Cvar_RegisterVariable(&r_shadows_throwdistance);
4318         Cvar_RegisterVariable(&r_shadows_throwdirection);
4319         Cvar_RegisterVariable(&r_shadows_focus);
4320         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4321         Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4322         Cvar_RegisterVariable(&r_q1bsp_skymasking);
4323         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4324         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4325         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4326         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4327         Cvar_RegisterVariable(&r_fog_exp2);
4328         Cvar_RegisterVariable(&r_fog_clear);
4329         Cvar_RegisterVariable(&r_drawfog);
4330         Cvar_RegisterVariable(&r_transparentdepthmasking);
4331         Cvar_RegisterVariable(&r_transparent_sortmindist);
4332         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4333         Cvar_RegisterVariable(&r_transparent_sortarraysize);
4334         Cvar_RegisterVariable(&r_texture_dds_load);
4335         Cvar_RegisterVariable(&r_texture_dds_save);
4336         Cvar_RegisterVariable(&r_textureunits);
4337         Cvar_RegisterVariable(&gl_combine);
4338         Cvar_RegisterVariable(&r_usedepthtextures);
4339         Cvar_RegisterVariable(&r_viewfbo);
4340         Cvar_RegisterVariable(&r_viewscale);
4341         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4342         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4343         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4344         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4345         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4346         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4347         Cvar_RegisterVariable(&r_glsl);
4348         Cvar_RegisterVariable(&r_glsl_deluxemapping);
4349         Cvar_RegisterVariable(&r_glsl_offsetmapping);
4350         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4351         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4352         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4353         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4354         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4355         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4356         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4357         Cvar_RegisterVariable(&r_glsl_postprocess);
4358         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4359         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4360         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4361         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4362         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4363         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4364         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4365         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4366         Cvar_RegisterVariable(&r_celshading);
4367         Cvar_RegisterVariable(&r_celoutlines);
4368
4369         Cvar_RegisterVariable(&r_water);
4370         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4371         Cvar_RegisterVariable(&r_water_clippingplanebias);
4372         Cvar_RegisterVariable(&r_water_refractdistort);
4373         Cvar_RegisterVariable(&r_water_reflectdistort);
4374         Cvar_RegisterVariable(&r_water_scissormode);
4375         Cvar_RegisterVariable(&r_water_lowquality);
4376         Cvar_RegisterVariable(&r_water_hideplayer);
4377         Cvar_RegisterVariable(&r_water_fbo);
4378
4379         Cvar_RegisterVariable(&r_lerpsprites);
4380         Cvar_RegisterVariable(&r_lerpmodels);
4381         Cvar_RegisterVariable(&r_lerplightstyles);
4382         Cvar_RegisterVariable(&r_waterscroll);
4383         Cvar_RegisterVariable(&r_bloom);
4384         Cvar_RegisterVariable(&r_bloom_colorscale);
4385         Cvar_RegisterVariable(&r_bloom_brighten);
4386         Cvar_RegisterVariable(&r_bloom_blur);
4387         Cvar_RegisterVariable(&r_bloom_resolution);
4388         Cvar_RegisterVariable(&r_bloom_colorexponent);
4389         Cvar_RegisterVariable(&r_bloom_colorsubtract);
4390         Cvar_RegisterVariable(&r_bloom_scenebrightness);
4391         Cvar_RegisterVariable(&r_hdr_scenebrightness);
4392         Cvar_RegisterVariable(&r_hdr_glowintensity);
4393         Cvar_RegisterVariable(&r_hdr_irisadaptation);
4394         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4395         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4396         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4397         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4398         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4399         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4400         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4401         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4402         Cvar_RegisterVariable(&developer_texturelogging);
4403         Cvar_RegisterVariable(&gl_lightmaps);
4404         Cvar_RegisterVariable(&r_test);
4405         Cvar_RegisterVariable(&r_batch_multidraw);
4406         Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4407         Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4408         Cvar_RegisterVariable(&r_glsl_skeletal);
4409         Cvar_RegisterVariable(&r_glsl_saturation);
4410         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4411         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4412         Cvar_RegisterVariable(&r_framedatasize);
4413         for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4414                 Cvar_RegisterVariable(&r_buffermegs[i]);
4415         Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4416         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4417                 Cvar_SetValue("r_fullbrights", 0);
4418 #ifdef DP_MOBILETOUCH
4419         // GLES devices have terrible depth precision in general, so...
4420         Cvar_SetValueQuick(&r_nearclip, 4);
4421         Cvar_SetValueQuick(&r_farclip_base, 4096);
4422         Cvar_SetValueQuick(&r_farclip_world, 0);
4423         Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4424 #endif
4425         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4426 }
4427
4428 void Render_Init(void)
4429 {
4430         gl_backend_init();
4431         R_Textures_Init();
4432         GL_Main_Init();
4433         Font_Init();
4434         GL_Draw_Init();
4435         R_Shadow_Init();
4436         R_Sky_Init();
4437         GL_Surf_Init();
4438         Sbar_Init();
4439         R_Particles_Init();
4440         R_Explosion_Init();
4441         R_LightningBeams_Init();
4442         Mod_RenderInit();
4443 }
4444
4445 /*
4446 ===============
4447 GL_Init
4448 ===============
4449 */
4450 #ifndef USE_GLES2
4451 extern char *ENGINE_EXTENSIONS;
4452 void GL_Init (void)
4453 {
4454         gl_renderer = (const char *)qglGetString(GL_RENDERER);
4455         gl_vendor = (const char *)qglGetString(GL_VENDOR);
4456         gl_version = (const char *)qglGetString(GL_VERSION);
4457         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4458
4459         if (!gl_extensions)
4460                 gl_extensions = "";
4461         if (!gl_platformextensions)
4462                 gl_platformextensions = "";
4463
4464         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4465         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4466         Con_Printf("GL_VERSION: %s\n", gl_version);
4467         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4468         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4469
4470         VID_CheckExtensions();
4471
4472         // LordHavoc: report supported extensions
4473 #ifdef CONFIG_MENU
4474         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4475 #else
4476         Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4477 #endif
4478
4479         // clear to black (loading plaque will be seen over this)
4480         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4481 }
4482 #endif
4483
4484 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4485 {
4486         int i;
4487         mplane_t *p;
4488         if (r_trippy.integer)
4489                 return false;
4490         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4491         {
4492                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4493                 if (i == 4)
4494                         continue;
4495                 p = r_refdef.view.frustum + i;
4496                 switch(p->signbits)
4497                 {
4498                 default:
4499                 case 0:
4500                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4501                                 return true;
4502                         break;
4503                 case 1:
4504                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4505                                 return true;
4506                         break;
4507                 case 2:
4508                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4509                                 return true;
4510                         break;
4511                 case 3:
4512                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4513                                 return true;
4514                         break;
4515                 case 4:
4516                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4517                                 return true;
4518                         break;
4519                 case 5:
4520                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4521                                 return true;
4522                         break;
4523                 case 6:
4524                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4525                                 return true;
4526                         break;
4527                 case 7:
4528                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4529                                 return true;
4530                         break;
4531                 }
4532         }
4533         return false;
4534 }
4535
4536 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4537 {
4538         int i;
4539         const mplane_t *p;
4540         if (r_trippy.integer)
4541                 return false;
4542         for (i = 0;i < numplanes;i++)
4543         {
4544                 p = planes + i;
4545                 switch(p->signbits)
4546                 {
4547                 default:
4548                 case 0:
4549                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4550                                 return true;
4551                         break;
4552                 case 1:
4553                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4554                                 return true;
4555                         break;
4556                 case 2:
4557                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4558                                 return true;
4559                         break;
4560                 case 3:
4561                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4562                                 return true;
4563                         break;
4564                 case 4:
4565                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4566                                 return true;
4567                         break;
4568                 case 5:
4569                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4570                                 return true;
4571                         break;
4572                 case 6:
4573                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4574                                 return true;
4575                         break;
4576                 case 7:
4577                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4578                                 return true;
4579                         break;
4580                 }
4581         }
4582         return false;
4583 }
4584
4585 //==================================================================================
4586
4587 // LordHavoc: this stores temporary data used within the same frame
4588
4589 typedef struct r_framedata_mem_s
4590 {
4591         struct r_framedata_mem_s *purge; // older mem block to free on next frame
4592         size_t size; // how much usable space
4593         size_t current; // how much space in use
4594         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4595         size_t wantedsize; // how much space was allocated
4596         unsigned char *data; // start of real data (16byte aligned)
4597 }
4598 r_framedata_mem_t;
4599
4600 static r_framedata_mem_t *r_framedata_mem;
4601
4602 void R_FrameData_Reset(void)
4603 {
4604         while (r_framedata_mem)
4605         {
4606                 r_framedata_mem_t *next = r_framedata_mem->purge;
4607                 Mem_Free(r_framedata_mem);
4608                 r_framedata_mem = next;
4609         }
4610 }
4611
4612 static void R_FrameData_Resize(qboolean mustgrow)
4613 {
4614         size_t wantedsize;
4615         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4616         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4617         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4618         {
4619                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4620                 newmem->wantedsize = wantedsize;
4621                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4622                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4623                 newmem->current = 0;
4624                 newmem->mark = 0;
4625                 newmem->purge = r_framedata_mem;
4626                 r_framedata_mem = newmem;
4627         }
4628 }
4629
4630 void R_FrameData_NewFrame(void)
4631 {
4632         R_FrameData_Resize(false);
4633         if (!r_framedata_mem)
4634                 return;
4635         // if we ran out of space on the last frame, free the old memory now
4636         while (r_framedata_mem->purge)
4637         {
4638                 // repeatedly remove the second item in the list, leaving only head
4639                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4640                 Mem_Free(r_framedata_mem->purge);
4641                 r_framedata_mem->purge = next;
4642         }
4643         // reset the current mem pointer
4644         r_framedata_mem->current = 0;
4645         r_framedata_mem->mark = 0;
4646 }
4647
4648 void *R_FrameData_Alloc(size_t size)
4649 {
4650         void *data;
4651         float newvalue;
4652
4653         // align to 16 byte boundary - the data pointer is already aligned, so we
4654         // only need to ensure the size of every allocation is also aligned
4655         size = (size + 15) & ~15;
4656
4657         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4658         {
4659                 // emergency - we ran out of space, allocate more memory
4660                 newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
4661                 // this might not be a growing it, but we'll allocate another buffer every time
4662                 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4663                 R_FrameData_Resize(true);
4664         }
4665
4666         data = r_framedata_mem->data + r_framedata_mem->current;
4667         r_framedata_mem->current += size;
4668
4669         // count the usage for stats
4670         r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4671         r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4672
4673         return (void *)data;
4674 }
4675
4676 void *R_FrameData_Store(size_t size, void *data)
4677 {
4678         void *d = R_FrameData_Alloc(size);
4679         if (d && data)
4680                 memcpy(d, data, size);
4681         return d;
4682 }
4683
4684 void R_FrameData_SetMark(void)
4685 {
4686         if (!r_framedata_mem)
4687                 return;
4688         r_framedata_mem->mark = r_framedata_mem->current;
4689 }
4690
4691 void R_FrameData_ReturnToMark(void)
4692 {
4693         if (!r_framedata_mem)
4694                 return;
4695         r_framedata_mem->current = r_framedata_mem->mark;
4696 }
4697
4698 //==================================================================================
4699
4700 // avoid reusing the same buffer objects on consecutive frames
4701 #define R_BUFFERDATA_CYCLE 3
4702
4703 typedef struct r_bufferdata_buffer_s
4704 {
4705         struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4706         size_t size; // how much usable space
4707         size_t current; // how much space in use
4708         r_meshbuffer_t *buffer; // the buffer itself
4709 }
4710 r_bufferdata_buffer_t;
4711
4712 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4713 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4714
4715 /// frees all dynamic buffers
4716 void R_BufferData_Reset(void)
4717 {
4718         int cycle, type;
4719         r_bufferdata_buffer_t **p, *mem;
4720         for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4721         {
4722                 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4723                 {
4724                         // free all buffers
4725                         p = &r_bufferdata_buffer[cycle][type];
4726                         while (*p)
4727                         {
4728                                 mem = *p;
4729                                 *p = (*p)->purge;
4730                                 if (mem->buffer)
4731                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
4732                                 Mem_Free(mem);
4733                         }
4734                 }
4735         }
4736 }
4737
4738 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4739 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4740 {
4741         r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4742         size_t size;
4743         float newvalue = r_buffermegs[type].value;
4744
4745         // increase the cvar if we have to (but only if we already have a mem)
4746         if (mustgrow && mem)
4747                 newvalue *= 2.0f;
4748         newvalue = bound(0.25f, newvalue, 256.0f);
4749         while (newvalue * 1024*1024 < minsize)
4750                 newvalue *= 2.0f;
4751
4752         // clamp the cvar to valid range
4753         newvalue = bound(0.25f, newvalue, 256.0f);
4754         if (r_buffermegs[type].value != newvalue)
4755                 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4756
4757         // calculate size in bytes
4758         size = (size_t)(newvalue * 1024*1024);
4759         size = bound(131072, size, 256*1024*1024);
4760
4761         // allocate a new buffer if the size is different (purge old one later)
4762         // or if we were told we must grow the buffer
4763         if (!mem || mem->size != size || mustgrow)
4764         {
4765                 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4766                 mem->size = size;
4767                 mem->current = 0;
4768                 if (type == R_BUFFERDATA_VERTEX)
4769                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4770                 else if (type == R_BUFFERDATA_INDEX16)
4771                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4772                 else if (type == R_BUFFERDATA_INDEX32)
4773                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4774                 else if (type == R_BUFFERDATA_UNIFORM)
4775                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4776                 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4777                 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4778         }
4779 }
4780
4781 void R_BufferData_NewFrame(void)
4782 {
4783         int type;
4784         r_bufferdata_buffer_t **p, *mem;
4785         // cycle to the next frame's buffers
4786         r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4787         // if we ran out of space on the last time we used these buffers, free the old memory now
4788         for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4789         {
4790                 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4791                 {
4792                         R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4793                         // free all but the head buffer, this is how we recycle obsolete
4794                         // buffers after they are no longer in use
4795                         p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4796                         while (*p)
4797                         {
4798                                 mem = *p;
4799                                 *p = (*p)->purge;
4800                                 if (mem->buffer)
4801                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
4802                                 Mem_Free(mem);
4803                         }
4804                         // reset the current offset
4805                         r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4806                 }
4807         }
4808 }
4809
4810 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4811 {
4812         r_bufferdata_buffer_t *mem;
4813         int offset = 0;
4814         int padsize;
4815
4816         *returnbufferoffset = 0;
4817
4818         // align size to a byte boundary appropriate for the buffer type, this
4819         // makes all allocations have aligned start offsets
4820         if (type == R_BUFFERDATA_UNIFORM)
4821                 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4822         else
4823                 padsize = (datasize + 15) & ~15;
4824
4825         // if we ran out of space in this buffer we must allocate a new one
4826         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)
4827                 R_BufferData_Resize(type, true, padsize);
4828
4829         // if the resize did not give us enough memory, fail
4830         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)
4831                 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4832
4833         mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4834         offset = mem->current;
4835         mem->current += padsize;
4836
4837         // upload the data to the buffer at the chosen offset
4838         if (offset == 0)
4839                 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4840         R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4841
4842         // count the usage for stats
4843         r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4844         r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4845
4846         // return the buffer offset
4847         *returnbufferoffset = offset;
4848
4849         return mem->buffer;
4850 }
4851
4852 //==================================================================================
4853
4854 // LordHavoc: animcache originally written by Echon, rewritten since then
4855
4856 /**
4857  * Animation cache prevents re-generating mesh data for an animated model
4858  * multiple times in one frame for lighting, shadowing, reflections, etc.
4859  */
4860
4861 void R_AnimCache_Free(void)
4862 {
4863 }
4864
4865 void R_AnimCache_ClearCache(void)
4866 {
4867         int i;
4868         entity_render_t *ent;
4869
4870         for (i = 0;i < r_refdef.scene.numentities;i++)
4871         {
4872                 ent = r_refdef.scene.entities[i];
4873                 ent->animcache_vertex3f = NULL;
4874                 ent->animcache_vertex3f_vertexbuffer = NULL;
4875                 ent->animcache_vertex3f_bufferoffset = 0;
4876                 ent->animcache_normal3f = NULL;
4877                 ent->animcache_normal3f_vertexbuffer = NULL;
4878                 ent->animcache_normal3f_bufferoffset = 0;
4879                 ent->animcache_svector3f = NULL;
4880                 ent->animcache_svector3f_vertexbuffer = NULL;
4881                 ent->animcache_svector3f_bufferoffset = 0;
4882                 ent->animcache_tvector3f = NULL;
4883                 ent->animcache_tvector3f_vertexbuffer = NULL;
4884                 ent->animcache_tvector3f_bufferoffset = 0;
4885                 ent->animcache_vertexmesh = NULL;
4886                 ent->animcache_vertexmesh_vertexbuffer = NULL;
4887                 ent->animcache_vertexmesh_bufferoffset = 0;
4888                 ent->animcache_skeletaltransform3x4 = NULL;
4889                 ent->animcache_skeletaltransform3x4buffer = NULL;
4890                 ent->animcache_skeletaltransform3x4offset = 0;
4891                 ent->animcache_skeletaltransform3x4size = 0;
4892         }
4893 }
4894
4895 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4896 {
4897         int i;
4898
4899         // check if we need the meshbuffers
4900         if (!vid.useinterleavedarrays)
4901                 return;
4902
4903         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4904                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4905         // TODO: upload vertexbuffer?
4906         if (ent->animcache_vertexmesh)
4907         {
4908                 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4909                 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4910                 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4911                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4912                 for (i = 0;i < numvertices;i++)
4913                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4914                 if (ent->animcache_svector3f)
4915                         for (i = 0;i < numvertices;i++)
4916                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4917                 if (ent->animcache_tvector3f)
4918                         for (i = 0;i < numvertices;i++)
4919                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4920                 if (ent->animcache_normal3f)
4921                         for (i = 0;i < numvertices;i++)
4922                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4923         }
4924 }
4925
4926 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4927 {
4928         dp_model_t *model = ent->model;
4929         int numvertices;
4930
4931         // see if this ent is worth caching
4932         if (!model || !model->Draw || !model->AnimateVertices)
4933                 return false;
4934         // nothing to cache if it contains no animations and has no skeleton
4935         if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4936                 return false;
4937         // see if it is already cached for gpuskeletal
4938         if (ent->animcache_skeletaltransform3x4)
4939                 return false;
4940         // see if it is already cached as a mesh
4941         if (ent->animcache_vertex3f)
4942         {
4943                 // check if we need to add normals or tangents
4944                 if (ent->animcache_normal3f)
4945                         wantnormals = false;
4946                 if (ent->animcache_svector3f)
4947                         wanttangents = false;
4948                 if (!wantnormals && !wanttangents)
4949                         return false;
4950         }
4951
4952         // check which kind of cache we need to generate
4953         if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4954         {
4955                 // cache the skeleton so the vertex shader can use it
4956                 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4957                 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4958                 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4959                 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4960                 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); 
4961                 // note: this can fail if the buffer is at the grow limit
4962                 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4963                 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4964         }
4965         else if (ent->animcache_vertex3f)
4966         {
4967                 // mesh was already cached but we may need to add normals/tangents
4968                 // (this only happens with multiple views, reflections, cameras, etc)
4969                 if (wantnormals || wanttangents)
4970                 {
4971                         numvertices = model->surfmesh.num_vertices;
4972                         if (wantnormals)
4973                                 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4974                         if (wanttangents)
4975                         {
4976                                 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4977                                 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4978                         }
4979                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4980                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4981                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
4982                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4983                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4984                 }
4985         }
4986         else
4987         {
4988                 // generate mesh cache
4989                 numvertices = model->surfmesh.num_vertices;
4990                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4991                 if (wantnormals)
4992                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4993                 if (wanttangents)
4994                 {
4995                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4996                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4997                 }
4998                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4999                 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5000                 if (wantnormals || wanttangents)
5001                 {
5002                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
5003                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5004                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5005                 }
5006                 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5007                 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5008                 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5009         }
5010         return true;
5011 }
5012
5013 void R_AnimCache_CacheVisibleEntities(void)
5014 {
5015         int i;
5016         qboolean wantnormals = true;
5017         qboolean wanttangents = !r_showsurfaces.integer;
5018
5019         switch(vid.renderpath)
5020         {
5021         case RENDERPATH_GL20:
5022         case RENDERPATH_D3D9:
5023         case RENDERPATH_D3D10:
5024         case RENDERPATH_D3D11:
5025         case RENDERPATH_GLES2:
5026                 break;
5027         case RENDERPATH_GL11:
5028         case RENDERPATH_GL13:
5029         case RENDERPATH_GLES1:
5030                 wanttangents = false;
5031                 break;
5032         case RENDERPATH_SOFT:
5033                 break;
5034         }
5035
5036         if (r_shownormals.integer)
5037                 wanttangents = wantnormals = true;
5038
5039         // TODO: thread this
5040         // NOTE: R_PrepareRTLights() also caches entities
5041
5042         for (i = 0;i < r_refdef.scene.numentities;i++)
5043                 if (r_refdef.viewcache.entityvisible[i])
5044                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5045 }
5046
5047 //==================================================================================
5048
5049 extern cvar_t r_overheadsprites_pushback;
5050
5051 static void R_View_UpdateEntityLighting (void)
5052 {
5053         int i;
5054         entity_render_t *ent;
5055         vec3_t tempdiffusenormal, avg;
5056         vec_t f, fa, fd, fdd;
5057         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5058
5059         for (i = 0;i < r_refdef.scene.numentities;i++)
5060         {
5061                 ent = r_refdef.scene.entities[i];
5062
5063                 // skip unseen models
5064                 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5065                         continue;
5066
5067                 // skip bsp models
5068                 if (ent->model && ent->model == cl.worldmodel)
5069                 {
5070                         // TODO: use modellight for r_ambient settings on world?
5071                         VectorSet(ent->modellight_ambient, 0, 0, 0);
5072                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
5073                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
5074                         continue;
5075                 }
5076                 
5077                 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5078                 {
5079                         // aleady updated by CSQC
5080                         // TODO: force modellight on BSP models in this case?
5081                         VectorCopy(ent->modellight_lightdir, tempdiffusenormal); 
5082                 }
5083                 else
5084                 {
5085                         // fetch the lighting from the worldmodel data
5086                         VectorClear(ent->modellight_ambient);
5087                         VectorClear(ent->modellight_diffuse);
5088                         VectorClear(tempdiffusenormal);
5089                         if (ent->flags & RENDER_LIGHT)
5090                         {
5091                                 vec3_t org;
5092                                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5093
5094                                 // complete lightning for lit sprites
5095                                 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5096                                 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5097                                 {
5098                                         if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5099                                                 org[2] = org[2] + r_overheadsprites_pushback.value;
5100                                         R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5101                                 }
5102                                 else
5103                                         R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5104
5105                                 if(ent->flags & RENDER_EQUALIZE)
5106                                 {
5107                                         // first fix up ambient lighting...
5108                                         if(r_equalize_entities_minambient.value > 0)
5109                                         {
5110                                                 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5111                                                 if(fd > 0)
5112                                                 {
5113                                                         fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5114                                                         if(fa < r_equalize_entities_minambient.value * fd)
5115                                                         {
5116                                                                 // solve:
5117                                                                 //   fa'/fd' = minambient
5118                                                                 //   fa'+0.25*fd' = fa+0.25*fd
5119                                                                 //   ...
5120                                                                 //   fa' = fd' * minambient
5121                                                                 //   fd'*(0.25+minambient) = fa+0.25*fd
5122                                                                 //   ...
5123                                                                 //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5124                                                                 //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5125                                                                 //   ...
5126                                                                 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5127                                                                 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
5128                                                                 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5129                                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5130                                                         }
5131                                                 }
5132                                         }
5133
5134                                         if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5135                                         {
5136                                                 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5137                                                 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5138                                                 f = fa + 0.25 * fd;
5139                                                 if(f > 0)
5140                                                 {
5141                                                         // adjust brightness and saturation to target
5142                                                         avg[0] = avg[1] = avg[2] = fa / f;
5143                                                         VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5144                                                         avg[0] = avg[1] = avg[2] = fd / f;
5145                                                         VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5146                                                 }
5147                                         }
5148                                 }
5149                         }
5150                         else // highly rare
5151                                 VectorSet(ent->modellight_ambient, 1, 1, 1);
5152                 }
5153
5154                 // move the light direction into modelspace coordinates for lighting code
5155                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5156                 if(VectorLength2(ent->modellight_lightdir) == 0)
5157                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5158                 VectorNormalize(ent->modellight_lightdir);
5159         }
5160 }
5161
5162 #define MAX_LINEOFSIGHTTRACES 64
5163
5164 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5165 {
5166         int i;
5167         vec3_t boxmins, boxmaxs;
5168         vec3_t start;
5169         vec3_t end;
5170         dp_model_t *model = r_refdef.scene.worldmodel;
5171
5172         if (!model || !model->brush.TraceLineOfSight)
5173                 return true;
5174
5175         // expand the box a little
5176         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
5177         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
5178         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
5179         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
5180         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5181         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5182
5183         // return true if eye is inside enlarged box
5184         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5185                 return true;
5186
5187         // try center
5188         VectorCopy(eye, start);
5189         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5190         if (model->brush.TraceLineOfSight(model, start, end))
5191                 return true;
5192
5193         // try various random positions
5194         for (i = 0;i < numsamples;i++)
5195         {
5196                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5197                 if (model->brush.TraceLineOfSight(model, start, end))
5198                         return true;
5199         }
5200
5201         return false;
5202 }
5203
5204
5205 static void R_View_UpdateEntityVisible (void)
5206 {
5207         int i;
5208         int renderimask;
5209         int samples;
5210         entity_render_t *ent;
5211
5212         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5213                 : r_fb.water.hideplayer                                      ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5214                 : (chase_active.integer || r_fb.water.renderingscene)  ? RENDER_VIEWMODEL
5215                 :                                                          RENDER_EXTERIORMODEL;
5216         if (!r_drawviewmodel.integer)
5217                 renderimask |= RENDER_VIEWMODEL;
5218         if (!r_drawexteriormodel.integer)
5219                 renderimask |= RENDER_EXTERIORMODEL;
5220         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5221         {
5222                 // worldmodel can check visibility
5223                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5224                 for (i = 0;i < r_refdef.scene.numentities;i++)
5225                 {
5226                         ent = r_refdef.scene.entities[i];
5227                         if (!(ent->flags & renderimask))
5228                         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)))
5229                         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))
5230                                 r_refdef.viewcache.entityvisible[i] = true;
5231                 }
5232         }
5233         else
5234         {
5235                 // no worldmodel or it can't check visibility
5236                 for (i = 0;i < r_refdef.scene.numentities;i++)
5237                 {
5238                         ent = r_refdef.scene.entities[i];
5239                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
5240                 }
5241         }
5242         if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5243                 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5244         {
5245                 for (i = 0;i < r_refdef.scene.numentities;i++)
5246                 {
5247                         if (!r_refdef.viewcache.entityvisible[i])
5248                                 continue;
5249                         ent = r_refdef.scene.entities[i];
5250                         if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5251                         {
5252                                 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5253                                 if (samples < 0)
5254                                         continue; // temp entities do pvs only
5255                                 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5256                                         ent->last_trace_visibility = realtime;
5257                                 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5258                                         r_refdef.viewcache.entityvisible[i] = 0;
5259                         }
5260                 }
5261         }
5262 }
5263
5264 /// only used if skyrendermasked, and normally returns false
5265 static int R_DrawBrushModelsSky (void)
5266 {
5267         int i, sky;
5268         entity_render_t *ent;
5269
5270         sky = false;
5271         for (i = 0;i < r_refdef.scene.numentities;i++)
5272         {
5273                 if (!r_refdef.viewcache.entityvisible[i])
5274                         continue;
5275                 ent = r_refdef.scene.entities[i];
5276                 if (!ent->model || !ent->model->DrawSky)
5277                         continue;
5278                 ent->model->DrawSky(ent);
5279                 sky = true;
5280         }
5281         return sky;
5282 }
5283
5284 static void R_DrawNoModel(entity_render_t *ent);
5285 static void R_DrawModels(void)
5286 {
5287         int i;
5288         entity_render_t *ent;
5289
5290         for (i = 0;i < r_refdef.scene.numentities;i++)
5291         {
5292                 if (!r_refdef.viewcache.entityvisible[i])
5293                         continue;
5294                 ent = r_refdef.scene.entities[i];
5295                 r_refdef.stats[r_stat_entities]++;
5296                 /*
5297                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5298                 {
5299                         vec3_t f, l, u, o;
5300                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5301                         Con_Printf("R_DrawModels\n");
5302                         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]);
5303                         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);
5304                         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);
5305                 }
5306                 */
5307                 if (ent->model && ent->model->Draw != NULL)
5308                         ent->model->Draw(ent);
5309                 else
5310                         R_DrawNoModel(ent);
5311         }
5312 }
5313
5314 static void R_DrawModelsDepth(void)
5315 {
5316         int i;
5317         entity_render_t *ent;
5318
5319         for (i = 0;i < r_refdef.scene.numentities;i++)
5320         {
5321                 if (!r_refdef.viewcache.entityvisible[i])
5322                         continue;
5323                 ent = r_refdef.scene.entities[i];
5324                 if (ent->model && ent->model->DrawDepth != NULL)
5325                         ent->model->DrawDepth(ent);
5326         }
5327 }
5328
5329 static void R_DrawModelsDebug(void)
5330 {
5331         int i;
5332         entity_render_t *ent;
5333
5334         for (i = 0;i < r_refdef.scene.numentities;i++)
5335         {
5336                 if (!r_refdef.viewcache.entityvisible[i])
5337                         continue;
5338                 ent = r_refdef.scene.entities[i];
5339                 if (ent->model && ent->model->DrawDebug != NULL)
5340                         ent->model->DrawDebug(ent);
5341         }
5342 }
5343
5344 static void R_DrawModelsAddWaterPlanes(void)
5345 {
5346         int i;
5347         entity_render_t *ent;
5348
5349         for (i = 0;i < r_refdef.scene.numentities;i++)
5350         {
5351                 if (!r_refdef.viewcache.entityvisible[i])
5352                         continue;
5353                 ent = r_refdef.scene.entities[i];
5354                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5355                         ent->model->DrawAddWaterPlanes(ent);
5356         }
5357 }
5358
5359 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}};
5360
5361 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5362 {
5363         if (r_hdr_irisadaptation.integer)
5364         {
5365                 vec3_t p;
5366                 vec3_t ambient;
5367                 vec3_t diffuse;
5368                 vec3_t diffusenormal;
5369                 vec3_t forward;
5370                 vec_t brightness = 0.0f;
5371                 vec_t goal;
5372                 vec_t current;
5373                 vec_t d;
5374                 int c;
5375                 VectorCopy(r_refdef.view.forward, forward);
5376                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5377                 {
5378                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5379                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5380                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5381                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5382                         d = DotProduct(forward, diffusenormal);
5383                         brightness += VectorLength(ambient);
5384                         if (d > 0)
5385                                 brightness += d * VectorLength(diffuse);
5386                 }
5387                 brightness *= 1.0f / c;
5388                 brightness += 0.00001f; // make sure it's never zero
5389                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5390                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5391                 current = r_hdr_irisadaptation_value.value;
5392                 if (current < goal)
5393                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5394                 else if (current > goal)
5395                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5396                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5397                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5398         }
5399         else if (r_hdr_irisadaptation_value.value != 1.0f)
5400                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5401 }
5402
5403 static void R_View_SetFrustum(const int *scissor)
5404 {
5405         int i;
5406         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5407         vec3_t forward, left, up, origin, v;
5408
5409         if(scissor)
5410         {
5411                 // flipped x coordinates (because x points left here)
5412                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5413                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5414
5415                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5416                 switch(vid.renderpath)
5417                 {
5418                         case RENDERPATH_D3D9:
5419                         case RENDERPATH_D3D10:
5420                         case RENDERPATH_D3D11:
5421                                 // non-flipped y coordinates
5422                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5423                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5424                                 break;
5425                         case RENDERPATH_SOFT:
5426                         case RENDERPATH_GL11:
5427                         case RENDERPATH_GL13:
5428                         case RENDERPATH_GL20:
5429                         case RENDERPATH_GLES1:
5430                         case RENDERPATH_GLES2:
5431                                 // non-flipped y coordinates
5432                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5433                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5434                                 break;
5435                 }
5436         }
5437
5438         // we can't trust r_refdef.view.forward and friends in reflected scenes
5439         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5440
5441 #if 0
5442         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5443         r_refdef.view.frustum[0].normal[1] = 0 - 0;
5444         r_refdef.view.frustum[0].normal[2] = -1 - 0;
5445         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5446         r_refdef.view.frustum[1].normal[1] = 0 + 0;
5447         r_refdef.view.frustum[1].normal[2] = -1 + 0;
5448         r_refdef.view.frustum[2].normal[0] = 0 - 0;
5449         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5450         r_refdef.view.frustum[2].normal[2] = -1 - 0;
5451         r_refdef.view.frustum[3].normal[0] = 0 + 0;
5452         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5453         r_refdef.view.frustum[3].normal[2] = -1 + 0;
5454 #endif
5455
5456 #if 0
5457         zNear = r_refdef.nearclip;
5458         nudge = 1.0 - 1.0 / (1<<23);
5459         r_refdef.view.frustum[4].normal[0] = 0 - 0;
5460         r_refdef.view.frustum[4].normal[1] = 0 - 0;
5461         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5462         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5463         r_refdef.view.frustum[5].normal[0] = 0 + 0;
5464         r_refdef.view.frustum[5].normal[1] = 0 + 0;
5465         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5466         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5467 #endif
5468
5469
5470
5471 #if 0
5472         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5473         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5474         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5475         r_refdef.view.frustum[0].dist = m[15] - m[12];
5476
5477         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5478         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5479         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5480         r_refdef.view.frustum[1].dist = m[15] + m[12];
5481
5482         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5483         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5484         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5485         r_refdef.view.frustum[2].dist = m[15] - m[13];
5486
5487         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5488         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5489         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5490         r_refdef.view.frustum[3].dist = m[15] + m[13];
5491
5492         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5493         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5494         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5495         r_refdef.view.frustum[4].dist = m[15] - m[14];
5496
5497         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5498         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5499         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5500         r_refdef.view.frustum[5].dist = m[15] + m[14];
5501 #endif
5502
5503         if (r_refdef.view.useperspective)
5504         {
5505                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5506                 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]);
5507                 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]);
5508                 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]);
5509                 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]);
5510
5511                 // then the normals from the corners relative to origin
5512                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5513                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5514                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5515                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5516
5517                 // in a NORMAL view, forward cross left == up
5518                 // in a REFLECTED view, forward cross left == down
5519                 // so our cross products above need to be adjusted for a left handed coordinate system
5520                 CrossProduct(forward, left, v);
5521                 if(DotProduct(v, up) < 0)
5522                 {
5523                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5524                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5525                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5526                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5527                 }
5528
5529                 // Leaving those out was a mistake, those were in the old code, and they
5530                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5531                 // I couldn't reproduce it after adding those normalizations. --blub
5532                 VectorNormalize(r_refdef.view.frustum[0].normal);
5533                 VectorNormalize(r_refdef.view.frustum[1].normal);
5534                 VectorNormalize(r_refdef.view.frustum[2].normal);
5535                 VectorNormalize(r_refdef.view.frustum[3].normal);
5536
5537                 // make the corners absolute
5538                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5539                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5540                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5541                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5542
5543                 // one more normal
5544                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5545
5546                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5547                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5548                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5549                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5550                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5551         }
5552         else
5553         {
5554                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5555                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5556                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5557                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5558                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5559                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5560                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5561                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5562                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5563                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5564         }
5565         r_refdef.view.numfrustumplanes = 5;
5566
5567         if (r_refdef.view.useclipplane)
5568         {
5569                 r_refdef.view.numfrustumplanes = 6;
5570                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5571         }
5572
5573         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5574                 PlaneClassify(r_refdef.view.frustum + i);
5575
5576         // LordHavoc: note to all quake engine coders, Quake had a special case
5577         // for 90 degrees which assumed a square view (wrong), so I removed it,
5578         // Quake2 has it disabled as well.
5579
5580         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5581         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5582         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5583         //PlaneClassify(&frustum[0]);
5584
5585         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5586         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5587         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5588         //PlaneClassify(&frustum[1]);
5589
5590         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5591         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5592         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5593         //PlaneClassify(&frustum[2]);
5594
5595         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5596         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5597         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5598         //PlaneClassify(&frustum[3]);
5599
5600         // nearclip plane
5601         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5602         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5603         //PlaneClassify(&frustum[4]);
5604 }
5605
5606 static void R_View_UpdateWithScissor(const int *myscissor)
5607 {
5608         R_Main_ResizeViewCache();
5609         R_View_SetFrustum(myscissor);
5610         R_View_WorldVisibility(r_refdef.view.useclipplane);
5611         R_View_UpdateEntityVisible();
5612         R_View_UpdateEntityLighting();
5613 }
5614
5615 static void R_View_Update(void)
5616 {
5617         R_Main_ResizeViewCache();
5618         R_View_SetFrustum(NULL);
5619         R_View_WorldVisibility(r_refdef.view.useclipplane);
5620         R_View_UpdateEntityVisible();
5621         R_View_UpdateEntityLighting();
5622 }
5623
5624 float viewscalefpsadjusted = 1.0f;
5625
5626 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5627 {
5628         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5629         scale = bound(0.03125f, scale, 1.0f);
5630         *outwidth = (int)ceil(width * scale);
5631         *outheight = (int)ceil(height * scale);
5632 }
5633
5634 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5635 {
5636         const float *customclipplane = NULL;
5637         float plane[4];
5638         int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5639         if (r_refdef.view.useclipplane && allowwaterclippingplane)
5640         {
5641                 // LordHavoc: couldn't figure out how to make this approach the
5642                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5643                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5644                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5645                         dist = r_refdef.view.clipplane.dist;
5646                 plane[0] = r_refdef.view.clipplane.normal[0];
5647                 plane[1] = r_refdef.view.clipplane.normal[1];
5648                 plane[2] = r_refdef.view.clipplane.normal[2];
5649                 plane[3] = -dist;
5650                 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5651         }
5652
5653         //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5654         rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5655
5656         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5657         if (!r_refdef.view.useperspective)
5658                 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);
5659         else if (vid.stencil && r_useinfinitefarclip.integer)
5660                 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);
5661         else
5662                 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);
5663         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5664         R_SetViewport(&r_refdef.view.viewport);
5665         if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5666         {
5667                 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5668                 float screenplane[4];
5669                 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5670                 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5671                 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5672                 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5673                 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5674         }
5675 }
5676
5677 void R_EntityMatrix(const matrix4x4_t *matrix)
5678 {
5679         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5680         {
5681                 gl_modelmatrixchanged = false;
5682                 gl_modelmatrix = *matrix;
5683                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5684                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5685                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5686                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5687                 CHECKGLERROR
5688                 switch(vid.renderpath)
5689                 {
5690                 case RENDERPATH_D3D9:
5691 #ifdef SUPPORTD3D
5692                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5693                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5694 #endif
5695                         break;
5696                 case RENDERPATH_D3D10:
5697                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5698                         break;
5699                 case RENDERPATH_D3D11:
5700                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5701                         break;
5702                 case RENDERPATH_GL11:
5703                 case RENDERPATH_GL13:
5704                 case RENDERPATH_GLES1:
5705 #ifndef USE_GLES2
5706                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5707 #endif
5708                         break;
5709                 case RENDERPATH_SOFT:
5710                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5711                         DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5712                         break;
5713                 case RENDERPATH_GL20:
5714                 case RENDERPATH_GLES2:
5715                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5716                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5717                         break;
5718                 }
5719         }
5720 }
5721
5722 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5723 {
5724         r_viewport_t viewport;
5725
5726         CHECKGLERROR
5727
5728         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5729         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);
5730         R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5731         R_SetViewport(&viewport);
5732         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5733         GL_Color(1, 1, 1, 1);
5734         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5735         GL_BlendFunc(GL_ONE, GL_ZERO);
5736         GL_ScissorTest(false);
5737         GL_DepthMask(false);
5738         GL_DepthRange(0, 1);
5739         GL_DepthTest(false);
5740         GL_DepthFunc(GL_LEQUAL);
5741         R_EntityMatrix(&identitymatrix);
5742         R_Mesh_ResetTextureState();
5743         GL_PolygonOffset(0, 0);
5744         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5745         switch(vid.renderpath)
5746         {
5747         case RENDERPATH_GL11:
5748         case RENDERPATH_GL13:
5749         case RENDERPATH_GL20:
5750         case RENDERPATH_GLES1:
5751         case RENDERPATH_GLES2:
5752                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5753                 break;
5754         case RENDERPATH_D3D9:
5755         case RENDERPATH_D3D10:
5756         case RENDERPATH_D3D11:
5757         case RENDERPATH_SOFT:
5758                 break;
5759         }
5760         GL_CullFace(GL_NONE);
5761
5762         CHECKGLERROR
5763 }
5764
5765 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5766 {
5767         DrawQ_Finish();
5768
5769         R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5770 }
5771
5772 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5773 {
5774         DrawQ_Finish();
5775
5776         R_SetupView(true, fbo, depthtexture, colortexture);
5777         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5778         GL_Color(1, 1, 1, 1);
5779         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5780         GL_BlendFunc(GL_ONE, GL_ZERO);
5781         GL_ScissorTest(true);
5782         GL_DepthMask(true);
5783         GL_DepthRange(0, 1);
5784         GL_DepthTest(true);
5785         GL_DepthFunc(GL_LEQUAL);
5786         R_EntityMatrix(&identitymatrix);
5787         R_Mesh_ResetTextureState();
5788         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5789         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5790         switch(vid.renderpath)
5791         {
5792         case RENDERPATH_GL11:
5793         case RENDERPATH_GL13:
5794         case RENDERPATH_GL20:
5795         case RENDERPATH_GLES1:
5796         case RENDERPATH_GLES2:
5797                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5798                 break;
5799         case RENDERPATH_D3D9:
5800         case RENDERPATH_D3D10:
5801         case RENDERPATH_D3D11:
5802         case RENDERPATH_SOFT:
5803                 break;
5804         }
5805         GL_CullFace(r_refdef.view.cullface_back);
5806 }
5807
5808 /*
5809 ================
5810 R_RenderView_UpdateViewVectors
5811 ================
5812 */
5813 void R_RenderView_UpdateViewVectors(void)
5814 {
5815         // break apart the view matrix into vectors for various purposes
5816         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5817         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5818         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5819         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5820         // make an inverted copy of the view matrix for tracking sprites
5821         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5822 }
5823
5824 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5825 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5826
5827 static void R_Water_StartFrame(void)
5828 {
5829         int i;
5830         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5831         r_waterstate_waterplane_t *p;
5832         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;
5833
5834         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5835                 return;
5836
5837         switch(vid.renderpath)
5838         {
5839         case RENDERPATH_GL20:
5840         case RENDERPATH_D3D9:
5841         case RENDERPATH_D3D10:
5842         case RENDERPATH_D3D11:
5843         case RENDERPATH_SOFT:
5844         case RENDERPATH_GLES2:
5845                 break;
5846         case RENDERPATH_GL11:
5847         case RENDERPATH_GL13:
5848         case RENDERPATH_GLES1:
5849                 return;
5850         }
5851
5852         // set waterwidth and waterheight to the water resolution that will be
5853         // used (often less than the screen resolution for faster rendering)
5854         R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5855
5856         // calculate desired texture sizes
5857         // can't use water if the card does not support the texture size
5858         if (!r_water.integer || r_showsurfaces.integer)
5859                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5860         else if (vid.support.arb_texture_non_power_of_two)
5861         {
5862                 texturewidth = waterwidth;
5863                 textureheight = waterheight;
5864                 camerawidth = waterwidth;
5865                 cameraheight = waterheight;
5866         }
5867         else
5868         {
5869                 for (texturewidth   = 1;texturewidth     <  waterwidth ;texturewidth   *= 2);
5870                 for (textureheight  = 1;textureheight    <  waterheight;textureheight  *= 2);
5871                 for (camerawidth    = 1;camerawidth  * 2 <= waterwidth ;camerawidth    *= 2);
5872                 for (cameraheight   = 1;cameraheight * 2 <= waterheight;cameraheight   *= 2);
5873         }
5874
5875         // allocate textures as needed
5876         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))
5877         {
5878                 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5879                 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5880                 {
5881                         if (p->texture_refraction)
5882                                 R_FreeTexture(p->texture_refraction);
5883                         p->texture_refraction = NULL;
5884                         if (p->fbo_refraction)
5885                                 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5886                         p->fbo_refraction = 0;
5887                         if (p->texture_reflection)
5888                                 R_FreeTexture(p->texture_reflection);
5889                         p->texture_reflection = NULL;
5890                         if (p->fbo_reflection)
5891                                 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5892                         p->fbo_reflection = 0;
5893                         if (p->texture_camera)
5894                                 R_FreeTexture(p->texture_camera);
5895                         p->texture_camera = NULL;
5896                         if (p->fbo_camera)
5897                                 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5898                         p->fbo_camera = 0;
5899                 }
5900                 memset(&r_fb.water, 0, sizeof(r_fb.water));
5901                 r_fb.water.texturewidth = texturewidth;
5902                 r_fb.water.textureheight = textureheight;
5903                 r_fb.water.camerawidth = camerawidth;
5904                 r_fb.water.cameraheight = cameraheight;
5905         }
5906
5907         if (r_fb.water.texturewidth)
5908         {
5909                 int scaledwidth, scaledheight;
5910
5911                 r_fb.water.enabled = true;
5912
5913                 // water resolution is usually reduced
5914                 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5915                 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5916                 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5917
5918                 // set up variables that will be used in shader setup
5919                 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5920                 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5921                 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5922                 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5923         }
5924
5925         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5926         r_fb.water.numwaterplanes = 0;
5927 }
5928
5929 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5930 {
5931         int planeindex, bestplaneindex, vertexindex;
5932         vec3_t mins, maxs, normal, center, v, n;
5933         vec_t planescore, bestplanescore;
5934         mplane_t plane;
5935         r_waterstate_waterplane_t *p;
5936         texture_t *t = R_GetCurrentTexture(surface->texture);
5937
5938         rsurface.texture = t;
5939         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5940         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5941         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5942                 return;
5943         // average the vertex normals, find the surface bounds (after deformvertexes)
5944         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5945         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5946         VectorCopy(n, normal);
5947         VectorCopy(v, mins);
5948         VectorCopy(v, maxs);
5949         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5950         {
5951                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5952                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5953                 VectorAdd(normal, n, normal);
5954                 mins[0] = min(mins[0], v[0]);
5955                 mins[1] = min(mins[1], v[1]);
5956                 mins[2] = min(mins[2], v[2]);
5957                 maxs[0] = max(maxs[0], v[0]);
5958                 maxs[1] = max(maxs[1], v[1]);
5959                 maxs[2] = max(maxs[2], v[2]);
5960         }
5961         VectorNormalize(normal);
5962         VectorMAM(0.5f, mins, 0.5f, maxs, center);
5963
5964         VectorCopy(normal, plane.normal);
5965         VectorNormalize(plane.normal);
5966         plane.dist = DotProduct(center, plane.normal);
5967         PlaneClassify(&plane);
5968         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5969         {
5970                 // skip backfaces (except if nocullface is set)
5971 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5972 //                      return;
5973                 VectorNegate(plane.normal, plane.normal);
5974                 plane.dist *= -1;
5975                 PlaneClassify(&plane);
5976         }
5977
5978
5979         // find a matching plane if there is one
5980         bestplaneindex = -1;
5981         bestplanescore = 1048576.0f;
5982         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5983         {
5984                 if(p->camera_entity == t->camera_entity)
5985                 {
5986                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5987                         if (bestplaneindex < 0 || bestplanescore > planescore)
5988                         {
5989                                 bestplaneindex = planeindex;
5990                                 bestplanescore = planescore;
5991                         }
5992                 }
5993         }
5994         planeindex = bestplaneindex;
5995         p = r_fb.water.waterplanes + planeindex;
5996
5997         // if this surface does not fit any known plane rendered this frame, add one
5998         if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5999         {
6000                 // store the new plane
6001                 planeindex = r_fb.water.numwaterplanes++;
6002                 p = r_fb.water.waterplanes + planeindex;
6003                 p->plane = plane;
6004                 // clear materialflags and pvs
6005                 p->materialflags = 0;
6006                 p->pvsvalid = false;
6007                 p->camera_entity = t->camera_entity;
6008                 VectorCopy(mins, p->mins);
6009                 VectorCopy(maxs, p->maxs);
6010         }
6011         else
6012         {
6013                 // merge mins/maxs when we're adding this surface to the plane
6014                 p->mins[0] = min(p->mins[0], mins[0]);
6015                 p->mins[1] = min(p->mins[1], mins[1]);
6016                 p->mins[2] = min(p->mins[2], mins[2]);
6017                 p->maxs[0] = max(p->maxs[0], maxs[0]);
6018                 p->maxs[1] = max(p->maxs[1], maxs[1]);
6019                 p->maxs[2] = max(p->maxs[2], maxs[2]);
6020         }
6021         // merge this surface's materialflags into the waterplane
6022         p->materialflags |= t->currentmaterialflags;
6023         if(!(p->materialflags & MATERIALFLAG_CAMERA))
6024         {
6025                 // merge this surface's PVS into the waterplane
6026                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6027                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6028                 {
6029                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6030                         p->pvsvalid = true;
6031                 }
6032         }
6033 }
6034
6035 extern cvar_t r_drawparticles;
6036 extern cvar_t r_drawdecals;
6037
6038 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6039 {
6040         int myscissor[4];
6041         r_refdef_view_t originalview;
6042         r_refdef_view_t myview;
6043         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;
6044         r_waterstate_waterplane_t *p;
6045         vec3_t visorigin;
6046         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;
6047         char vabuf[1024];
6048
6049         originalview = r_refdef.view;
6050
6051         // lowquality hack, temporarily shut down some cvars and restore afterwards
6052         qualityreduction = r_water_lowquality.integer;
6053         if (qualityreduction > 0)
6054         {
6055                 if (qualityreduction >= 1)
6056                 {
6057                         old_r_shadows = r_shadows.integer;
6058                         old_r_worldrtlight = r_shadow_realtime_world.integer;
6059                         old_r_dlight = r_shadow_realtime_dlight.integer;
6060                         Cvar_SetValueQuick(&r_shadows, 0);
6061                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6062                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6063                 }
6064                 if (qualityreduction >= 2)
6065                 {
6066                         old_r_dynamic = r_dynamic.integer;
6067                         old_r_particles = r_drawparticles.integer;
6068                         old_r_decals = r_drawdecals.integer;
6069                         Cvar_SetValueQuick(&r_dynamic, 0);
6070                         Cvar_SetValueQuick(&r_drawparticles, 0);
6071                         Cvar_SetValueQuick(&r_drawdecals, 0);
6072                 }
6073         }
6074
6075         // make sure enough textures are allocated
6076         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6077         {
6078                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6079                 {
6080                         if (!p->texture_refraction)
6081                                 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);
6082                         if (!p->texture_refraction)
6083                                 goto error;
6084                         if (usewaterfbo)
6085                         {
6086                                 if (r_fb.water.depthtexture == NULL)
6087                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6088                                 if (p->fbo_refraction == 0)
6089                                         p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6090                         }
6091                 }
6092                 else if (p->materialflags & MATERIALFLAG_CAMERA)
6093                 {
6094                         if (!p->texture_camera)
6095                                 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);
6096                         if (!p->texture_camera)
6097                                 goto error;
6098                         if (usewaterfbo)
6099                         {
6100                                 if (r_fb.water.depthtexture == NULL)
6101                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6102                                 if (p->fbo_camera == 0)
6103                                         p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6104                         }
6105                 }
6106
6107                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6108                 {
6109                         if (!p->texture_reflection)
6110                                 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);
6111                         if (!p->texture_reflection)
6112                                 goto error;
6113                         if (usewaterfbo)
6114                         {
6115                                 if (r_fb.water.depthtexture == NULL)
6116                                         r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6117                                 if (p->fbo_reflection == 0)
6118                                         p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6119                         }
6120                 }
6121         }
6122
6123         // render views
6124         r_refdef.view = originalview;
6125         r_refdef.view.showdebug = false;
6126         r_refdef.view.width = r_fb.water.waterwidth;
6127         r_refdef.view.height = r_fb.water.waterheight;
6128         r_refdef.view.useclipplane = true;
6129         myview = r_refdef.view;
6130         r_fb.water.renderingscene = true;
6131         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6132         {
6133                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6134                 {
6135                         r_refdef.view = myview;
6136                         if(r_water_scissormode.integer)
6137                         {
6138                                 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6139                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6140                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6141                         }
6142
6143                         // render reflected scene and copy into texture
6144                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6145                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6146                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6147                         r_refdef.view.clipplane = p->plane;
6148                         // reverse the cullface settings for this render
6149                         r_refdef.view.cullface_front = GL_FRONT;
6150                         r_refdef.view.cullface_back = GL_BACK;
6151                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6152                         {
6153                                 r_refdef.view.usecustompvs = true;
6154                                 if (p->pvsvalid)
6155                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6156                                 else
6157                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6158                         }
6159
6160                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
6161                         R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6162                         R_ClearScreen(r_refdef.fogenabled);
6163                         if(r_water_scissormode.integer & 2)
6164                                 R_View_UpdateWithScissor(myscissor);
6165                         else
6166                                 R_View_Update();
6167                         R_AnimCache_CacheVisibleEntities();
6168                         if(r_water_scissormode.integer & 1)
6169                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6170                         R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6171
6172                         if (!p->fbo_reflection)
6173                                 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);
6174                         r_fb.water.hideplayer = false;
6175                 }
6176
6177                 // render the normal view scene and copy into texture
6178                 // (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)
6179                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6180                 {
6181                         r_refdef.view = myview;
6182                         if(r_water_scissormode.integer)
6183                         {
6184                                 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6185                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6186                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6187                         }
6188
6189                         r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
6190
6191                         r_refdef.view.clipplane = p->plane;
6192                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6193                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6194
6195                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6196                         {
6197                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6198                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6199                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6200                                 R_RenderView_UpdateViewVectors();
6201                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6202                                 {
6203                                         r_refdef.view.usecustompvs = true;
6204                                         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);
6205                                 }
6206                         }
6207
6208                         PlaneClassify(&r_refdef.view.clipplane);
6209
6210                         R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6211                         R_ClearScreen(r_refdef.fogenabled);
6212                         if(r_water_scissormode.integer & 2)
6213                                 R_View_UpdateWithScissor(myscissor);
6214                         else
6215                                 R_View_Update();
6216                         R_AnimCache_CacheVisibleEntities();
6217                         if(r_water_scissormode.integer & 1)
6218                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6219                         R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6220
6221                         if (!p->fbo_refraction)
6222                                 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);
6223                         r_fb.water.hideplayer = false;
6224                 }
6225                 else if (p->materialflags & MATERIALFLAG_CAMERA)
6226                 {
6227                         r_refdef.view = myview;
6228
6229                         r_refdef.view.clipplane = p->plane;
6230                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6231                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6232
6233                         r_refdef.view.width = r_fb.water.camerawidth;
6234                         r_refdef.view.height = r_fb.water.cameraheight;
6235                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6236                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6237                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6238                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6239
6240                         if(p->camera_entity)
6241                         {
6242                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6243                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6244                         }
6245
6246                         // note: all of the view is used for displaying... so
6247                         // there is no use in scissoring
6248
6249                         // reverse the cullface settings for this render
6250                         r_refdef.view.cullface_front = GL_FRONT;
6251                         r_refdef.view.cullface_back = GL_BACK;
6252                         // also reverse the view matrix
6253                         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
6254                         R_RenderView_UpdateViewVectors();
6255                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6256                         {
6257                                 r_refdef.view.usecustompvs = true;
6258                                 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);
6259                         }
6260                         
6261                         // camera needs no clipplane
6262                         r_refdef.view.useclipplane = false;
6263
6264                         PlaneClassify(&r_refdef.view.clipplane);
6265
6266                         r_fb.water.hideplayer = false;
6267
6268                         R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6269                         R_ClearScreen(r_refdef.fogenabled);
6270                         R_View_Update();
6271                         R_AnimCache_CacheVisibleEntities();
6272                         R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6273
6274                         if (!p->fbo_camera)
6275                                 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);
6276                         r_fb.water.hideplayer = false;
6277                 }
6278
6279         }
6280         if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6281         r_fb.water.renderingscene = false;
6282         r_refdef.view = originalview;
6283         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6284         if (!r_fb.water.depthtexture)
6285                 R_ClearScreen(r_refdef.fogenabled);
6286         R_View_Update();
6287         R_AnimCache_CacheVisibleEntities();
6288         goto finish;
6289 error:
6290         r_refdef.view = originalview;
6291         r_fb.water.renderingscene = false;
6292         Cvar_SetValueQuick(&r_water, 0);
6293         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
6294 finish:
6295         // lowquality hack, restore cvars
6296         if (qualityreduction > 0)
6297         {
6298                 if (qualityreduction >= 1)
6299                 {
6300                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6301                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6302                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6303                 }
6304                 if (qualityreduction >= 2)
6305                 {
6306                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6307                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6308                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6309                 }
6310         }
6311 }
6312
6313 static void R_Bloom_StartFrame(void)
6314 {
6315         int i;
6316         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6317         int viewwidth, viewheight;
6318         qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6319         textype_t textype = TEXTYPE_COLORBUFFER;
6320
6321         switch (vid.renderpath)
6322         {
6323         case RENDERPATH_GL20:
6324                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6325                 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6326                 {
6327                         if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6328                         if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6329                 }
6330                 break;
6331         case RENDERPATH_GL11:
6332         case RENDERPATH_GL13:
6333         case RENDERPATH_GLES1:
6334         case RENDERPATH_GLES2:
6335         case RENDERPATH_D3D9:
6336         case RENDERPATH_D3D10:
6337         case RENDERPATH_D3D11:
6338                 r_fb.usedepthtextures = false;
6339                 break;
6340         case RENDERPATH_SOFT:
6341                 r_fb.usedepthtextures = true;
6342                 break;
6343         }
6344
6345         if (r_viewscale_fpsscaling.integer)
6346         {
6347                 double actualframetime;
6348                 double targetframetime;
6349                 double adjust;
6350                 actualframetime = r_refdef.lastdrawscreentime;
6351                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6352                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6353                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6354                 if (r_viewscale_fpsscaling_stepsize.value > 0)
6355                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6356                 viewscalefpsadjusted += adjust;
6357                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6358         }
6359         else
6360                 viewscalefpsadjusted = 1.0f;
6361
6362         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6363
6364         switch(vid.renderpath)
6365         {
6366         case RENDERPATH_GL20:
6367         case RENDERPATH_D3D9:
6368         case RENDERPATH_D3D10:
6369         case RENDERPATH_D3D11:
6370         case RENDERPATH_SOFT:
6371         case RENDERPATH_GLES2:
6372                 break;
6373         case RENDERPATH_GL11:
6374         case RENDERPATH_GL13:
6375         case RENDERPATH_GLES1:
6376                 return;
6377         }
6378
6379         // set bloomwidth and bloomheight to the bloom resolution that will be
6380         // used (often less than the screen resolution for faster rendering)
6381         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6382         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6383         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6384         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6385         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6386
6387         // calculate desired texture sizes
6388         if (vid.support.arb_texture_non_power_of_two)
6389         {
6390                 screentexturewidth = vid.width;
6391                 screentextureheight = vid.height;
6392                 bloomtexturewidth = r_fb.bloomwidth;
6393                 bloomtextureheight = r_fb.bloomheight;
6394         }
6395         else
6396         {
6397                 for (screentexturewidth  = 1;screentexturewidth  < vid.width       ;screentexturewidth  *= 2);
6398                 for (screentextureheight = 1;screentextureheight < vid.height      ;screentextureheight *= 2);
6399                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_fb.bloomwidth ;bloomtexturewidth   *= 2);
6400                 for (bloomtextureheight  = 1;bloomtextureheight  < r_fb.bloomheight;bloomtextureheight  *= 2);
6401         }
6402
6403         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))
6404         {
6405                 Cvar_SetValueQuick(&r_bloom, 0);
6406                 Cvar_SetValueQuick(&r_motionblur, 0);
6407                 Cvar_SetValueQuick(&r_damageblur, 0);
6408         }
6409
6410         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6411          && !r_bloom.integer
6412          && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6413          && !useviewfbo
6414          && r_viewscale.value == 1.0f
6415          && !r_viewscale_fpsscaling.integer)
6416                 screentexturewidth = screentextureheight = 0;
6417         if (!r_bloom.integer)
6418                 bloomtexturewidth = bloomtextureheight = 0;
6419
6420         // allocate textures as needed
6421         if (r_fb.screentexturewidth != screentexturewidth
6422          || r_fb.screentextureheight != screentextureheight
6423          || r_fb.bloomtexturewidth != bloomtexturewidth
6424          || r_fb.bloomtextureheight != bloomtextureheight
6425          || r_fb.textype != textype
6426          || useviewfbo != (r_fb.fbo != 0))
6427         {
6428                 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6429                 {
6430                         if (r_fb.bloomtexture[i])
6431                                 R_FreeTexture(r_fb.bloomtexture[i]);
6432                         r_fb.bloomtexture[i] = NULL;
6433
6434                         if (r_fb.bloomfbo[i])
6435                                 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6436                         r_fb.bloomfbo[i] = 0;
6437                 }
6438
6439                 if (r_fb.fbo)
6440                         R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6441                 r_fb.fbo = 0;
6442
6443                 if (r_fb.colortexture)
6444                         R_FreeTexture(r_fb.colortexture);
6445                 r_fb.colortexture = NULL;
6446
6447                 if (r_fb.depthtexture)
6448                         R_FreeTexture(r_fb.depthtexture);
6449                 r_fb.depthtexture = NULL;
6450
6451                 if (r_fb.ghosttexture)
6452                         R_FreeTexture(r_fb.ghosttexture);
6453                 r_fb.ghosttexture = NULL;
6454
6455                 r_fb.screentexturewidth = screentexturewidth;
6456                 r_fb.screentextureheight = screentextureheight;
6457                 r_fb.bloomtexturewidth = bloomtexturewidth;
6458                 r_fb.bloomtextureheight = bloomtextureheight;
6459                 r_fb.textype = textype;
6460
6461                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6462                 {
6463                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
6464                                 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);
6465                         r_fb.ghosttexture_valid = false;
6466                         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);
6467                         if (useviewfbo)
6468                         {
6469                                 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6470                                 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6471                                 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6472                         }
6473                 }
6474
6475                 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6476                 {
6477                         for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6478                         {
6479                                 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);
6480                                 if (useviewfbo)
6481                                         r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6482                         }
6483                 }
6484         }
6485
6486         // bloom texture is a different resolution
6487         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6488         r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6489         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6490         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6491         r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6492
6493         // set up a texcoord array for the full resolution screen image
6494         // (we have to keep this around to copy back during final render)
6495         r_fb.screentexcoord2f[0] = 0;
6496         r_fb.screentexcoord2f[1] = (float)viewheight    / (float)r_fb.screentextureheight;
6497         r_fb.screentexcoord2f[2] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6498         r_fb.screentexcoord2f[3] = (float)viewheight    / (float)r_fb.screentextureheight;
6499         r_fb.screentexcoord2f[4] = (float)viewwidth     / (float)r_fb.screentexturewidth;
6500         r_fb.screentexcoord2f[5] = 0;
6501         r_fb.screentexcoord2f[6] = 0;
6502         r_fb.screentexcoord2f[7] = 0;
6503
6504         if(r_fb.fbo) 
6505         {
6506                 for (i = 1;i < 8;i += 2)
6507                 {
6508                         r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6509                 }
6510         }
6511
6512         // set up a texcoord array for the reduced resolution bloom image
6513         // (which will be additive blended over the screen image)
6514         r_fb.bloomtexcoord2f[0] = 0;
6515         r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6516         r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6517         r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6518         r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth  / (float)r_fb.bloomtexturewidth;
6519         r_fb.bloomtexcoord2f[5] = 0;
6520         r_fb.bloomtexcoord2f[6] = 0;
6521         r_fb.bloomtexcoord2f[7] = 0;
6522
6523         switch(vid.renderpath)
6524         {
6525         case RENDERPATH_GL11:
6526         case RENDERPATH_GL13:
6527         case RENDERPATH_GL20:
6528         case RENDERPATH_SOFT:
6529         case RENDERPATH_GLES1:
6530         case RENDERPATH_GLES2:
6531                 break;
6532         case RENDERPATH_D3D9:
6533         case RENDERPATH_D3D10:
6534         case RENDERPATH_D3D11:
6535                 for (i = 0;i < 4;i++)
6536                 {
6537                         r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6538                         r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6539                         r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6540                         r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6541                 }
6542                 break;
6543         }
6544
6545         R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6546
6547         if (r_fb.fbo)
6548                 r_refdef.view.clear = true;
6549 }
6550
6551 static void R_Bloom_MakeTexture(void)
6552 {
6553         int x, range, dir;
6554         float xoffset, yoffset, r, brighten;
6555         rtexture_t *intex;
6556         float colorscale = r_bloom_colorscale.value;
6557
6558         r_refdef.stats[r_stat_bloom]++;
6559     
6560 #if 0
6561     // this copy is unnecessary since it happens in R_BlendView already
6562         if (!r_fb.fbo)
6563         {
6564                 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);
6565                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6566         }
6567 #endif
6568
6569         // scale down screen texture to the bloom texture size
6570         CHECKGLERROR
6571         r_fb.bloomindex = 0;
6572         R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6573         R_SetViewport(&r_fb.bloomviewport);
6574         GL_DepthTest(false);
6575         GL_BlendFunc(GL_ONE, GL_ZERO);
6576         GL_Color(colorscale, colorscale, colorscale, 1);
6577         // 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...
6578         switch(vid.renderpath)
6579         {
6580         case RENDERPATH_GL11:
6581         case RENDERPATH_GL13:
6582         case RENDERPATH_GL20:
6583         case RENDERPATH_GLES1:
6584         case RENDERPATH_GLES2:
6585         case RENDERPATH_SOFT:
6586                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6587                 break;
6588         case RENDERPATH_D3D9:
6589         case RENDERPATH_D3D10:
6590         case RENDERPATH_D3D11:
6591                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6592                 break;
6593         }
6594         // TODO: do boxfilter scale-down in shader?
6595         R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6596         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6597         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6598
6599         // we now have a properly scaled bloom image
6600         if (!r_fb.bloomfbo[r_fb.bloomindex])
6601         {
6602                 // copy it into the bloom texture
6603                 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);
6604                 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6605         }
6606
6607         // multiply bloom image by itself as many times as desired
6608         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6609         {
6610                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6611                 r_fb.bloomindex ^= 1;
6612                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6613                 x *= 2;
6614                 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6615                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6616                 {
6617                         GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6618                         GL_Color(r,r,r,1); // apply fix factor
6619                 }
6620                 else
6621                 {
6622                         if(x <= 2)
6623                                 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6624                         GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6625                         GL_Color(1,1,1,1); // no fix factor supported here
6626                 }
6627                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6628                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6629                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6630                 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6631
6632                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6633                 {
6634                         // copy the darkened image to a texture
6635                         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);
6636                         r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6637                 }
6638         }
6639
6640         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6641         brighten = r_bloom_brighten.value;
6642         brighten = sqrt(brighten);
6643         if(range >= 1)
6644                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6645
6646         for (dir = 0;dir < 2;dir++)
6647         {
6648                 intex = r_fb.bloomtexture[r_fb.bloomindex];
6649                 r_fb.bloomindex ^= 1;
6650                 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6651                 // blend on at multiple vertical offsets to achieve a vertical blur
6652                 // TODO: do offset blends using GLSL
6653                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6654                 GL_BlendFunc(GL_ONE, GL_ZERO);
6655                 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6656                 for (x = -range;x <= range;x++)
6657                 {
6658                         if (!dir){xoffset = 0;yoffset = x;}
6659                         else {xoffset = x;yoffset = 0;}
6660                         xoffset /= (float)r_fb.bloomtexturewidth;
6661                         yoffset /= (float)r_fb.bloomtextureheight;
6662                         // compute a texcoord array with the specified x and y offset
6663                         r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6664                         r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6665                         r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6666                         r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6667                         r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6668                         r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6669                         r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6670                         r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6671                         // this r value looks like a 'dot' particle, fading sharply to
6672                         // black at the edges
6673                         // (probably not realistic but looks good enough)
6674                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6675                         //r = brighten/(range*2+1);
6676                         r = brighten / (range * 2 + 1);
6677                         if(range >= 1)
6678                                 r *= (1 - x*x/(float)(range*range));
6679                         GL_Color(r, r, r, 1);
6680                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6681                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6682                         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6683                         GL_BlendFunc(GL_ONE, GL_ONE);
6684                 }
6685
6686                 if (!r_fb.bloomfbo[r_fb.bloomindex])
6687                 {
6688                         // copy the vertically or horizontally blurred bloom view to a texture
6689                         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);
6690                         r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6691                 }
6692         }
6693 }
6694
6695 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6696 {
6697         unsigned int permutation;
6698         float uservecs[4][4];
6699
6700         R_EntityMatrix(&identitymatrix);
6701
6702         switch (vid.renderpath)
6703         {
6704         case RENDERPATH_GL20:
6705         case RENDERPATH_D3D9:
6706         case RENDERPATH_D3D10:
6707         case RENDERPATH_D3D11:
6708         case RENDERPATH_SOFT:
6709         case RENDERPATH_GLES2:
6710                 permutation =
6711                           (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6712                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6713                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6714                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6715                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6716
6717                 if (r_fb.colortexture)
6718                 {
6719                         if (!r_fb.fbo)
6720                         {
6721                                 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);
6722                                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6723                         }
6724
6725                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6726                         {
6727                                 // declare variables
6728                                 float blur_factor, blur_mouseaccel, blur_velocity;
6729                                 static float blur_average; 
6730                                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6731
6732                                 // set a goal for the factoring
6733                                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
6734                                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6735                                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
6736                                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6737                                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
6738                                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
6739
6740                                 // from the goal, pick an averaged value between goal and last value
6741                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6742                                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6743
6744                                 // enforce minimum amount of blur 
6745                                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6746
6747                                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6748
6749                                 // calculate values into a standard alpha
6750                                 cl.motionbluralpha = 1 - exp(-
6751                                                 (
6752                                                  (r_motionblur.value * blur_factor / 80)
6753                                                  +
6754                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6755                                                 )
6756                                                 /
6757                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
6758                                           );
6759
6760                                 // randomization for the blur value to combat persistent ghosting
6761                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6762                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6763
6764                                 // apply the blur
6765                                 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6766                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6767                                 {
6768                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6769                                         GL_Color(1, 1, 1, cl.motionbluralpha);
6770                                         switch(vid.renderpath)
6771                                         {
6772                                         case RENDERPATH_GL11:
6773                                         case RENDERPATH_GL13:
6774                                         case RENDERPATH_GL20:
6775                                         case RENDERPATH_GLES1:
6776                                         case RENDERPATH_GLES2:
6777                                         case RENDERPATH_SOFT:
6778                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6779                                                 break;
6780                                         case RENDERPATH_D3D9:
6781                                         case RENDERPATH_D3D10:
6782                                         case RENDERPATH_D3D11:
6783                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6784                                                 break;
6785                                         }
6786                                         R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6787                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6788                                         r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6789                                 }
6790
6791                                 // updates old view angles for next pass
6792                                 VectorCopy(cl.viewangles, blur_oldangles);
6793
6794                                 // copy view into the ghost texture
6795                                 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);
6796                                 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6797                                 r_fb.ghosttexture_valid = true;
6798                         }
6799                 }
6800                 else
6801                 {
6802                         // no r_fb.colortexture means we're rendering to the real fb
6803                         // we may still have to do view tint...
6804                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6805                         {
6806                                 // apply a color tint to the whole view
6807                                 R_ResetViewRendering2D(0, NULL, NULL);
6808                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6809                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6810                                 R_SetupShader_Generic_NoTexture(false, true);
6811                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6812                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6813                         }
6814                         break; // no screen processing, no bloom, skip it
6815                 }
6816
6817                 if (r_fb.bloomtexture[0])
6818                 {
6819                         // make the bloom texture
6820                         R_Bloom_MakeTexture();
6821                 }
6822
6823 #if _MSC_VER >= 1400
6824 #define sscanf sscanf_s
6825 #endif
6826                 memset(uservecs, 0, sizeof(uservecs));
6827                 if (r_glsl_postprocess_uservec1_enable.integer)
6828                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6829                 if (r_glsl_postprocess_uservec2_enable.integer)
6830                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6831                 if (r_glsl_postprocess_uservec3_enable.integer)
6832                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6833                 if (r_glsl_postprocess_uservec4_enable.integer)
6834                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6835
6836                 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6837                 GL_Color(1, 1, 1, 1);
6838                 GL_BlendFunc(GL_ONE, GL_ZERO);
6839
6840                 switch(vid.renderpath)
6841                 {
6842                 case RENDERPATH_GL20:
6843                 case RENDERPATH_GLES2:
6844                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6845                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6846                         if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_fb.colortexture);
6847                         if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_fb.bloomtexture[r_fb.bloomindex]);
6848                         if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
6849                         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]);
6850                         if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6851                         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]);
6852                         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]);
6853                         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]);
6854                         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]);
6855                         if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
6856                         if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6857                         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);
6858                         break;
6859                 case RENDERPATH_D3D9:
6860 #ifdef SUPPORTD3D
6861                         // 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...
6862                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6863                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6864                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6865                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6866                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6867                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6868                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6869                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6870                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6871                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6872                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6873                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
6874                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6875                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6876 #endif
6877                         break;
6878                 case RENDERPATH_D3D10:
6879                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6880                         break;
6881                 case RENDERPATH_D3D11:
6882                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6883                         break;
6884                 case RENDERPATH_SOFT:
6885                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6886                         R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6887                         R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
6888                         R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
6889                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
6890                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6891                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6892                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6893                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6894                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6895                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6896                         DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
6897                         DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6898                         DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6899                         break;
6900                 default:
6901                         break;
6902                 }
6903                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6904                 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6905                 break;
6906         case RENDERPATH_GL11:
6907         case RENDERPATH_GL13:
6908         case RENDERPATH_GLES1:
6909                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6910                 {
6911                         // apply a color tint to the whole view
6912                         R_ResetViewRendering2D(0, NULL, NULL);
6913                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6914                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6915                         R_SetupShader_Generic_NoTexture(false, true);
6916                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6917                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6918                 }
6919                 break;
6920         }
6921 }
6922
6923 matrix4x4_t r_waterscrollmatrix;
6924
6925 void R_UpdateFog(void)
6926 {
6927         // Nehahra fog
6928         if (gamemode == GAME_NEHAHRA)
6929         {
6930                 if (gl_fogenable.integer)
6931                 {
6932                         r_refdef.oldgl_fogenable = true;
6933                         r_refdef.fog_density = gl_fogdensity.value;
6934                         r_refdef.fog_red = gl_fogred.value;
6935                         r_refdef.fog_green = gl_foggreen.value;
6936                         r_refdef.fog_blue = gl_fogblue.value;
6937                         r_refdef.fog_alpha = 1;
6938                         r_refdef.fog_start = 0;
6939                         r_refdef.fog_end = gl_skyclip.value;
6940                         r_refdef.fog_height = 1<<30;
6941                         r_refdef.fog_fadedepth = 128;
6942                 }
6943                 else if (r_refdef.oldgl_fogenable)
6944                 {
6945                         r_refdef.oldgl_fogenable = false;
6946                         r_refdef.fog_density = 0;
6947                         r_refdef.fog_red = 0;
6948                         r_refdef.fog_green = 0;
6949                         r_refdef.fog_blue = 0;
6950                         r_refdef.fog_alpha = 0;
6951                         r_refdef.fog_start = 0;
6952                         r_refdef.fog_end = 0;
6953                         r_refdef.fog_height = 1<<30;
6954                         r_refdef.fog_fadedepth = 128;
6955                 }
6956         }
6957
6958         // fog parms
6959         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6960         r_refdef.fog_start = max(0, r_refdef.fog_start);
6961         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6962
6963         if (r_refdef.fog_density && r_drawfog.integer)
6964         {
6965                 r_refdef.fogenabled = true;
6966                 // this is the point where the fog reaches 0.9986 alpha, which we
6967                 // consider a good enough cutoff point for the texture
6968                 // (0.9986 * 256 == 255.6)
6969                 if (r_fog_exp2.integer)
6970                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6971                 else
6972                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6973                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6974                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6975                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6976                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6977                         R_BuildFogHeightTexture();
6978                 // fog color was already set
6979                 // update the fog texture
6980                 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)
6981                         R_BuildFogTexture();
6982                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6983                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6984         }
6985         else
6986                 r_refdef.fogenabled = false;
6987
6988         // fog color
6989         if (r_refdef.fog_density)
6990         {
6991                 r_refdef.fogcolor[0] = r_refdef.fog_red;
6992                 r_refdef.fogcolor[1] = r_refdef.fog_green;
6993                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6994
6995                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6996                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6997                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6998                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6999
7000                 {
7001                         vec3_t fogvec;
7002                         VectorCopy(r_refdef.fogcolor, fogvec);
7003                         //   color.rgb *= ContrastBoost * SceneBrightness;
7004                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7005                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7006                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7007                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7008                 }
7009         }
7010 }
7011
7012 void R_UpdateVariables(void)
7013 {
7014         R_Textures_Frame();
7015
7016         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7017
7018         r_refdef.farclip = r_farclip_base.value;
7019         if (r_refdef.scene.worldmodel)
7020                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7021         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7022
7023         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7024                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7025         r_refdef.polygonfactor = 0;
7026         r_refdef.polygonoffset = 0;
7027         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7028         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7029
7030         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7031         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7032         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7033         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7034         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7035         if (FAKELIGHT_ENABLED)
7036         {
7037                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7038         }
7039         else if (r_refdef.scene.worldmodel)
7040         {
7041                 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7042         }
7043         if (r_showsurfaces.integer)
7044         {
7045                 r_refdef.scene.rtworld = false;
7046                 r_refdef.scene.rtworldshadows = false;
7047                 r_refdef.scene.rtdlight = false;
7048                 r_refdef.scene.rtdlightshadows = false;
7049                 r_refdef.lightmapintensity = 0;
7050         }
7051
7052         r_gpuskeletal = false;
7053         switch(vid.renderpath)
7054         {
7055         case RENDERPATH_GL20:
7056                 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7057         case RENDERPATH_D3D9:
7058         case RENDERPATH_D3D10:
7059         case RENDERPATH_D3D11:
7060         case RENDERPATH_SOFT:
7061         case RENDERPATH_GLES2:
7062                 if(v_glslgamma.integer && !vid_gammatables_trivial)
7063                 {
7064                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7065                         {
7066                                 // build GLSL gamma texture
7067 #define RAMPWIDTH 256
7068                                 unsigned short ramp[RAMPWIDTH * 3];
7069                                 unsigned char rampbgr[RAMPWIDTH][4];
7070                                 int i;
7071
7072                                 r_texture_gammaramps_serial = vid_gammatables_serial;
7073
7074                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7075                                 for(i = 0; i < RAMPWIDTH; ++i)
7076                                 {
7077                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7078                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7079                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7080                                         rampbgr[i][3] = 0;
7081                                 }
7082                                 if (r_texture_gammaramps)
7083                                 {
7084                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7085                                 }
7086                                 else
7087                                 {
7088                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7089                                 }
7090                         }
7091                 }
7092                 else
7093                 {
7094                         // remove GLSL gamma texture
7095                 }
7096                 break;
7097         case RENDERPATH_GL11:
7098         case RENDERPATH_GL13:
7099         case RENDERPATH_GLES1:
7100                 break;
7101         }
7102 }
7103
7104 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7105 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7106 /*
7107 ================
7108 R_SelectScene
7109 ================
7110 */
7111 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7112         if( scenetype != r_currentscenetype ) {
7113                 // store the old scenetype
7114                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7115                 r_currentscenetype = scenetype;
7116                 // move in the new scene
7117                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7118         }
7119 }
7120
7121 /*
7122 ================
7123 R_GetScenePointer
7124 ================
7125 */
7126 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7127 {
7128         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7129         if( scenetype == r_currentscenetype ) {
7130                 return &r_refdef.scene;
7131         } else {
7132                 return &r_scenes_store[ scenetype ];
7133         }
7134 }
7135
7136 static int R_SortEntities_Compare(const void *ap, const void *bp)
7137 {
7138         const entity_render_t *a = *(const entity_render_t **)ap;
7139         const entity_render_t *b = *(const entity_render_t **)bp;
7140
7141         // 1. compare model
7142         if(a->model < b->model)
7143                 return -1;
7144         if(a->model > b->model)
7145                 return +1;
7146
7147         // 2. compare skin
7148         // TODO possibly calculate the REAL skinnum here first using
7149         // skinscenes?
7150         if(a->skinnum < b->skinnum)
7151                 return -1;
7152         if(a->skinnum > b->skinnum)
7153                 return +1;
7154
7155         // everything we compared is equal
7156         return 0;
7157 }
7158 static void R_SortEntities(void)
7159 {
7160         // below or equal 2 ents, sorting never gains anything
7161         if(r_refdef.scene.numentities <= 2)
7162                 return;
7163         // sort
7164         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7165 }
7166
7167 /*
7168 ================
7169 R_RenderView
7170 ================
7171 */
7172 int dpsoftrast_test;
7173 extern cvar_t r_shadow_bouncegrid;
7174 void R_RenderView(void)
7175 {
7176         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7177         int fbo;
7178         rtexture_t *depthtexture;
7179         rtexture_t *colortexture;
7180
7181         dpsoftrast_test = r_test.integer;
7182
7183         if (r_timereport_active)
7184                 R_TimeReport("start");
7185         r_textureframe++; // used only by R_GetCurrentTexture
7186         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7187
7188         if(R_CompileShader_CheckStaticParms())
7189                 R_GLSL_Restart_f();
7190
7191         if (!r_drawentities.integer)
7192                 r_refdef.scene.numentities = 0;
7193         else if (r_sortentities.integer)
7194                 R_SortEntities();
7195
7196         R_AnimCache_ClearCache();
7197
7198         /* adjust for stereo display */
7199         if(R_Stereo_Active())
7200         {
7201                 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);
7202                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7203         }
7204
7205         if (r_refdef.view.isoverlay)
7206         {
7207                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7208                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7209                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7210                 R_TimeReport("depthclear");
7211
7212                 r_refdef.view.showdebug = false;
7213
7214                 r_fb.water.enabled = false;
7215                 r_fb.water.numwaterplanes = 0;
7216
7217                 R_RenderScene(0, NULL, NULL);
7218
7219                 r_refdef.view.matrix = originalmatrix;
7220
7221                 CHECKGLERROR
7222                 return;
7223         }
7224
7225         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7226         {
7227                 r_refdef.view.matrix = originalmatrix;
7228                 return;
7229         }
7230
7231         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7232
7233         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7234                 // in sRGB fallback, behave similar to true sRGB: convert this
7235                 // value from linear to sRGB
7236                 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7237
7238         R_RenderView_UpdateViewVectors();
7239
7240         R_Shadow_UpdateWorldLightSelection();
7241
7242         R_Bloom_StartFrame();
7243
7244         // apply bloom brightness offset
7245         if(r_fb.bloomtexture[0])
7246                 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7247
7248         R_Water_StartFrame();
7249
7250         // now we probably have an fbo to render into
7251         fbo = r_fb.fbo;
7252         depthtexture = r_fb.depthtexture;
7253         colortexture = r_fb.colortexture;
7254
7255         CHECKGLERROR
7256         if (r_timereport_active)
7257                 R_TimeReport("viewsetup");
7258
7259         R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7260
7261         if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7262         {
7263                 R_ClearScreen(r_refdef.fogenabled);
7264                 if (r_timereport_active)
7265                         R_TimeReport("viewclear");
7266         }
7267         r_refdef.view.clear = true;
7268
7269         r_refdef.view.showdebug = true;
7270
7271         R_View_Update();
7272         if (r_timereport_active)
7273                 R_TimeReport("visibility");
7274
7275         R_AnimCache_CacheVisibleEntities();
7276         if (r_timereport_active)
7277                 R_TimeReport("animcache");
7278
7279         R_Shadow_UpdateBounceGridTexture();
7280         if (r_timereport_active && r_shadow_bouncegrid.integer)
7281                 R_TimeReport("bouncegrid");
7282
7283         r_fb.water.numwaterplanes = 0;
7284         if (r_fb.water.enabled)
7285                 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7286
7287         R_RenderScene(fbo, depthtexture, colortexture);
7288         r_fb.water.numwaterplanes = 0;
7289
7290         R_BlendView(fbo, depthtexture, colortexture);
7291         if (r_timereport_active)
7292                 R_TimeReport("blendview");
7293
7294         GL_Scissor(0, 0, vid.width, vid.height);
7295         GL_ScissorTest(false);
7296
7297         r_refdef.view.matrix = originalmatrix;
7298
7299         CHECKGLERROR
7300 }
7301
7302 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7303 {
7304         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7305         {
7306                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7307                 if (r_timereport_active)
7308                         R_TimeReport("waterworld");
7309         }
7310
7311         // don't let sound skip if going slow
7312         if (r_refdef.scene.extraupdate)
7313                 S_ExtraUpdate ();
7314
7315         R_DrawModelsAddWaterPlanes();
7316         if (r_timereport_active)
7317                 R_TimeReport("watermodels");
7318
7319         if (r_fb.water.numwaterplanes)
7320         {
7321                 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7322                 if (r_timereport_active)
7323                         R_TimeReport("waterscenes");
7324         }
7325 }
7326
7327 extern cvar_t cl_locs_show;
7328 static void R_DrawLocs(void);
7329 static void R_DrawEntityBBoxes(void);
7330 static void R_DrawModelDecals(void);
7331 extern cvar_t cl_decals_newsystem;
7332 extern qboolean r_shadow_usingdeferredprepass;
7333 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7334 {
7335         qboolean shadowmapping = false;
7336
7337         if (r_timereport_active)
7338                 R_TimeReport("beginscene");
7339
7340         r_refdef.stats[r_stat_renders]++;
7341
7342         R_UpdateFog();
7343
7344         // don't let sound skip if going slow
7345         if (r_refdef.scene.extraupdate)
7346                 S_ExtraUpdate ();
7347
7348         R_MeshQueue_BeginScene();
7349
7350         R_SkyStartFrame();
7351
7352         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);
7353
7354         if (r_timereport_active)
7355                 R_TimeReport("skystartframe");
7356
7357         if (cl.csqc_vidvars.drawworld)
7358         {
7359                 // don't let sound skip if going slow
7360                 if (r_refdef.scene.extraupdate)
7361                         S_ExtraUpdate ();
7362
7363                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7364                 {
7365                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7366                         if (r_timereport_active)
7367                                 R_TimeReport("worldsky");
7368                 }
7369
7370                 if (R_DrawBrushModelsSky() && r_timereport_active)
7371                         R_TimeReport("bmodelsky");
7372
7373                 if (skyrendermasked && skyrenderlater)
7374                 {
7375                         // we have to force off the water clipping plane while rendering sky
7376                         R_SetupView(false, fbo, depthtexture, colortexture);
7377                         R_Sky();
7378                         R_SetupView(true, fbo, depthtexture, colortexture);
7379                         if (r_timereport_active)
7380                                 R_TimeReport("sky");
7381                 }
7382         }
7383
7384         R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7385         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7386                 R_Shadow_PrepareModelShadows();
7387         if (r_timereport_active)
7388                 R_TimeReport("preparelights");
7389
7390         if (R_Shadow_ShadowMappingEnabled())
7391                 shadowmapping = true;
7392
7393         if (r_shadow_usingdeferredprepass)
7394                 R_Shadow_DrawPrepass();
7395
7396         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7397         {
7398                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7399                 if (r_timereport_active)
7400                         R_TimeReport("worlddepth");
7401         }
7402         if (r_depthfirst.integer >= 2)
7403         {
7404                 R_DrawModelsDepth();
7405                 if (r_timereport_active)
7406                         R_TimeReport("modeldepth");
7407         }
7408
7409         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7410         {
7411                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7412                 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7413                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7414                 // don't let sound skip if going slow
7415                 if (r_refdef.scene.extraupdate)
7416                         S_ExtraUpdate ();
7417         }
7418
7419         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7420         {
7421                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7422                 if (r_timereport_active)
7423                         R_TimeReport("world");
7424         }
7425
7426         // don't let sound skip if going slow
7427         if (r_refdef.scene.extraupdate)
7428                 S_ExtraUpdate ();
7429
7430         R_DrawModels();
7431         if (r_timereport_active)
7432                 R_TimeReport("models");
7433
7434         // don't let sound skip if going slow
7435         if (r_refdef.scene.extraupdate)
7436                 S_ExtraUpdate ();
7437
7438         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7439         {
7440                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7441                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7442                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7443                 // don't let sound skip if going slow
7444                 if (r_refdef.scene.extraupdate)
7445                         S_ExtraUpdate ();
7446         }
7447
7448         if (!r_shadow_usingdeferredprepass)
7449         {
7450                 R_Shadow_DrawLights();
7451                 if (r_timereport_active)
7452                         R_TimeReport("rtlights");
7453         }
7454
7455         // don't let sound skip if going slow
7456         if (r_refdef.scene.extraupdate)
7457                 S_ExtraUpdate ();
7458
7459         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7460         {
7461                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7462                 R_DrawModelShadows(fbo, depthtexture, colortexture);
7463                 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7464                 // don't let sound skip if going slow
7465                 if (r_refdef.scene.extraupdate)
7466                         S_ExtraUpdate ();
7467         }
7468
7469         if (cl.csqc_vidvars.drawworld)
7470         {
7471                 if (cl_decals_newsystem.integer)
7472                 {
7473                         R_DrawModelDecals();
7474                         if (r_timereport_active)
7475                                 R_TimeReport("modeldecals");
7476                 }
7477                 else
7478                 {
7479                         R_DrawDecals();
7480                         if (r_timereport_active)
7481                                 R_TimeReport("decals");
7482                 }
7483
7484                 R_DrawParticles();
7485                 if (r_timereport_active)
7486                         R_TimeReport("particles");
7487
7488                 R_DrawExplosions();
7489                 if (r_timereport_active)
7490                         R_TimeReport("explosions");
7491
7492                 R_DrawLightningBeams();
7493                 if (r_timereport_active)
7494                         R_TimeReport("lightning");
7495         }
7496
7497         if (cl.csqc_loaded)
7498                 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7499
7500         if (r_refdef.view.showdebug)
7501         {
7502                 if (cl_locs_show.integer)
7503                 {
7504                         R_DrawLocs();
7505                         if (r_timereport_active)
7506                                 R_TimeReport("showlocs");
7507                 }
7508
7509                 if (r_drawportals.integer)
7510                 {
7511                         R_DrawPortals();
7512                         if (r_timereport_active)
7513                                 R_TimeReport("portals");
7514                 }
7515
7516                 if (r_showbboxes.value > 0)
7517                 {
7518                         R_DrawEntityBBoxes();
7519                         if (r_timereport_active)
7520                                 R_TimeReport("bboxes");
7521                 }
7522         }
7523
7524         if (r_transparent.integer)
7525         {
7526                 R_MeshQueue_RenderTransparent();
7527                 if (r_timereport_active)
7528                         R_TimeReport("drawtrans");
7529         }
7530
7531         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))
7532         {
7533                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7534                 if (r_timereport_active)
7535                         R_TimeReport("worlddebug");
7536                 R_DrawModelsDebug();
7537                 if (r_timereport_active)
7538                         R_TimeReport("modeldebug");
7539         }
7540
7541         if (cl.csqc_vidvars.drawworld)
7542         {
7543                 R_Shadow_DrawCoronas();
7544                 if (r_timereport_active)
7545                         R_TimeReport("coronas");
7546         }
7547
7548 #if 0
7549         {
7550                 GL_DepthTest(false);
7551                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7552                 GL_Color(1, 1, 1, 1);
7553                 qglBegin(GL_POLYGON);
7554                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7555                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7556                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7557                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7558                 qglEnd();
7559                 qglBegin(GL_POLYGON);
7560                 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]);
7561                 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]);
7562                 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]);
7563                 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]);
7564                 qglEnd();
7565                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7566         }
7567 #endif
7568
7569         // don't let sound skip if going slow
7570         if (r_refdef.scene.extraupdate)
7571                 S_ExtraUpdate ();
7572 }
7573
7574 static const unsigned short bboxelements[36] =
7575 {
7576         5, 1, 3, 5, 3, 7,
7577         6, 2, 0, 6, 0, 4,
7578         7, 3, 2, 7, 2, 6,
7579         4, 0, 1, 4, 1, 5,
7580         4, 5, 7, 4, 7, 6,
7581         1, 0, 2, 1, 2, 3,
7582 };
7583
7584 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7585 {
7586         int i;
7587         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7588
7589         RSurf_ActiveWorldEntity();
7590
7591         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7592         GL_DepthMask(false);
7593         GL_DepthRange(0, 1);
7594         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7595 //      R_Mesh_ResetTextureState();
7596
7597         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7598         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7599         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7600         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7601         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7602         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7603         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7604         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7605         R_FillColors(color4f, 8, cr, cg, cb, ca);
7606         if (r_refdef.fogenabled)
7607         {
7608                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7609                 {
7610                         f1 = RSurf_FogVertex(v);
7611                         f2 = 1 - f1;
7612                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7613                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7614                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7615                 }
7616         }
7617         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7618         R_Mesh_ResetTextureState();
7619         R_SetupShader_Generic_NoTexture(false, false);
7620         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7621 }
7622
7623 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7624 {
7625         prvm_prog_t *prog = SVVM_prog;
7626         int i;
7627         float color[4];
7628         prvm_edict_t *edict;
7629
7630         // this function draws bounding boxes of server entities
7631         if (!sv.active)
7632                 return;
7633
7634         GL_CullFace(GL_NONE);
7635         R_SetupShader_Generic_NoTexture(false, false);
7636
7637         for (i = 0;i < numsurfaces;i++)
7638         {
7639                 edict = PRVM_EDICT_NUM(surfacelist[i]);
7640                 switch ((int)PRVM_serveredictfloat(edict, solid))
7641                 {
7642                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
7643                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
7644                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
7645                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7646                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
7647                         case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
7648                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
7649                 }
7650                 color[3] *= r_showbboxes.value;
7651                 color[3] = bound(0, color[3], 1);
7652                 GL_DepthTest(!r_showdisabledepthtest.integer);
7653                 GL_CullFace(r_refdef.view.cullface_front);
7654                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7655         }
7656 }
7657
7658 static void R_DrawEntityBBoxes(void)
7659 {
7660         int i;
7661         prvm_edict_t *edict;
7662         vec3_t center;
7663         prvm_prog_t *prog = SVVM_prog;
7664
7665         // this function draws bounding boxes of server entities
7666         if (!sv.active)
7667                 return;
7668
7669         for (i = 0;i < prog->num_edicts;i++)
7670         {
7671                 edict = PRVM_EDICT_NUM(i);
7672                 if (edict->priv.server->free)
7673                         continue;
7674                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7675                 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7676                         continue;
7677                 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7678                         continue;
7679                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7680                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7681         }
7682 }
7683
7684 static const int nomodelelement3i[24] =
7685 {
7686         5, 2, 0,
7687         5, 1, 2,
7688         5, 0, 3,
7689         5, 3, 1,
7690         0, 2, 4,
7691         2, 1, 4,
7692         3, 0, 4,
7693         1, 3, 4
7694 };
7695
7696 static const unsigned short nomodelelement3s[24] =
7697 {
7698         5, 2, 0,
7699         5, 1, 2,
7700         5, 0, 3,
7701         5, 3, 1,
7702         0, 2, 4,
7703         2, 1, 4,
7704         3, 0, 4,
7705         1, 3, 4
7706 };
7707
7708 static const float nomodelvertex3f[6*3] =
7709 {
7710         -16,   0,   0,
7711          16,   0,   0,
7712           0, -16,   0,
7713           0,  16,   0,
7714           0,   0, -16,
7715           0,   0,  16
7716 };
7717
7718 static const float nomodelcolor4f[6*4] =
7719 {
7720         0.0f, 0.0f, 0.5f, 1.0f,
7721         0.0f, 0.0f, 0.5f, 1.0f,
7722         0.0f, 0.5f, 0.0f, 1.0f,
7723         0.0f, 0.5f, 0.0f, 1.0f,
7724         0.5f, 0.0f, 0.0f, 1.0f,
7725         0.5f, 0.0f, 0.0f, 1.0f
7726 };
7727
7728 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7729 {
7730         int i;
7731         float f1, f2, *c;
7732         float color4f[6*4];
7733
7734         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);
7735
7736         // this is only called once per entity so numsurfaces is always 1, and
7737         // surfacelist is always {0}, so this code does not handle batches
7738
7739         if (rsurface.ent_flags & RENDER_ADDITIVE)
7740         {
7741                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7742                 GL_DepthMask(false);
7743         }
7744         else if (rsurface.colormod[3] < 1)
7745         {
7746                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7747                 GL_DepthMask(false);
7748         }
7749         else
7750         {
7751                 GL_BlendFunc(GL_ONE, GL_ZERO);
7752                 GL_DepthMask(true);
7753         }
7754         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7755         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7756         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7757         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7758         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7759         for (i = 0, c = color4f;i < 6;i++, c += 4)
7760         {
7761                 c[0] *= rsurface.colormod[0];
7762                 c[1] *= rsurface.colormod[1];
7763                 c[2] *= rsurface.colormod[2];
7764                 c[3] *= rsurface.colormod[3];
7765         }
7766         if (r_refdef.fogenabled)
7767         {
7768                 for (i = 0, c = color4f;i < 6;i++, c += 4)
7769                 {
7770                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7771                         f2 = 1 - f1;
7772                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7773                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7774                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7775                 }
7776         }
7777 //      R_Mesh_ResetTextureState();
7778         R_SetupShader_Generic_NoTexture(false, false);
7779         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7780         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7781 }
7782
7783 void R_DrawNoModel(entity_render_t *ent)
7784 {
7785         vec3_t org;
7786         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7787         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7788                 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7789         else
7790                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7791 }
7792
7793 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7794 {
7795         vec3_t right1, right2, diff, normal;
7796
7797         VectorSubtract (org2, org1, normal);
7798
7799         // calculate 'right' vector for start
7800         VectorSubtract (r_refdef.view.origin, org1, diff);
7801         CrossProduct (normal, diff, right1);
7802         VectorNormalize (right1);
7803
7804         // calculate 'right' vector for end
7805         VectorSubtract (r_refdef.view.origin, org2, diff);
7806         CrossProduct (normal, diff, right2);
7807         VectorNormalize (right2);
7808
7809         vert[ 0] = org1[0] + width * right1[0];
7810         vert[ 1] = org1[1] + width * right1[1];
7811         vert[ 2] = org1[2] + width * right1[2];
7812         vert[ 3] = org1[0] - width * right1[0];
7813         vert[ 4] = org1[1] - width * right1[1];
7814         vert[ 5] = org1[2] - width * right1[2];
7815         vert[ 6] = org2[0] - width * right2[0];
7816         vert[ 7] = org2[1] - width * right2[1];
7817         vert[ 8] = org2[2] - width * right2[2];
7818         vert[ 9] = org2[0] + width * right2[0];
7819         vert[10] = org2[1] + width * right2[1];
7820         vert[11] = org2[2] + width * right2[2];
7821 }
7822
7823 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)
7824 {
7825         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7826         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7827         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7828         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7829         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7830         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7831         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7832         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7833         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7834         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7835         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7836         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7837 }
7838
7839 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7840 {
7841         int i;
7842         float *vertex3f;
7843         float v[3];
7844         VectorSet(v, x, y, z);
7845         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7846                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7847                         break;
7848         if (i == mesh->numvertices)
7849         {
7850                 if (mesh->numvertices < mesh->maxvertices)
7851                 {
7852                         VectorCopy(v, vertex3f);
7853                         mesh->numvertices++;
7854                 }
7855                 return mesh->numvertices;
7856         }
7857         else
7858                 return i;
7859 }
7860
7861 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7862 {
7863         int i;
7864         int *e, element[3];
7865         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7866         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7867         e = mesh->element3i + mesh->numtriangles * 3;
7868         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7869         {
7870                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7871                 if (mesh->numtriangles < mesh->maxtriangles)
7872                 {
7873                         *e++ = element[0];
7874                         *e++ = element[1];
7875                         *e++ = element[2];
7876                         mesh->numtriangles++;
7877                 }
7878                 element[1] = element[2];
7879         }
7880 }
7881
7882 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7883 {
7884         int i;
7885         int *e, element[3];
7886         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7887         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7888         e = mesh->element3i + mesh->numtriangles * 3;
7889         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7890         {
7891                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7892                 if (mesh->numtriangles < mesh->maxtriangles)
7893                 {
7894                         *e++ = element[0];
7895                         *e++ = element[1];
7896                         *e++ = element[2];
7897                         mesh->numtriangles++;
7898                 }
7899                 element[1] = element[2];
7900         }
7901 }
7902
7903 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7904 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7905 {
7906         int planenum, planenum2;
7907         int w;
7908         int tempnumpoints;
7909         mplane_t *plane, *plane2;
7910         double maxdist;
7911         double temppoints[2][256*3];
7912         // figure out how large a bounding box we need to properly compute this brush
7913         maxdist = 0;
7914         for (w = 0;w < numplanes;w++)
7915                 maxdist = max(maxdist, fabs(planes[w].dist));
7916         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7917         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7918         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7919         {
7920                 w = 0;
7921                 tempnumpoints = 4;
7922                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7923                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7924                 {
7925                         if (planenum2 == planenum)
7926                                 continue;
7927                         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);
7928                         w = !w;
7929                 }
7930                 if (tempnumpoints < 3)
7931                         continue;
7932                 // generate elements forming a triangle fan for this polygon
7933                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7934         }
7935 }
7936
7937 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)
7938 {
7939         texturelayer_t *layer;
7940         layer = t->currentlayers + t->currentnumlayers++;
7941         layer->type = type;
7942         layer->depthmask = depthmask;
7943         layer->blendfunc1 = blendfunc1;
7944         layer->blendfunc2 = blendfunc2;
7945         layer->texture = texture;
7946         layer->texmatrix = *matrix;
7947         layer->color[0] = r;
7948         layer->color[1] = g;
7949         layer->color[2] = b;
7950         layer->color[3] = a;
7951 }
7952
7953 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7954 {
7955         if(parms[0] == 0 && parms[1] == 0)
7956                 return false;
7957         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7958                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7959                         return false;
7960         return true;
7961 }
7962
7963 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7964 {
7965         double index, f;
7966         index = parms[2] + rsurface.shadertime * parms[3];
7967         index -= floor(index);
7968         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7969         {
7970         default:
7971         case Q3WAVEFUNC_NONE:
7972         case Q3WAVEFUNC_NOISE:
7973         case Q3WAVEFUNC_COUNT:
7974                 f = 0;
7975                 break;
7976         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7977         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7978         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7979         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7980         case Q3WAVEFUNC_TRIANGLE:
7981                 index *= 4;
7982                 f = index - floor(index);
7983                 if (index < 1)
7984                 {
7985                         // f = f;
7986                 }
7987                 else if (index < 2)
7988                         f = 1 - f;
7989                 else if (index < 3)
7990                         f = -f;
7991                 else
7992                         f = -(1 - f);
7993                 break;
7994         }
7995         f = parms[0] + parms[1] * f;
7996         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7997                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7998         return (float) f;
7999 }
8000
8001 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8002 {
8003         int w, h, idx;
8004         double f;
8005         double offsetd[2];
8006         float tcmat[12];
8007         matrix4x4_t matrix, temp;
8008         switch(tcmod->tcmod)
8009         {
8010                 case Q3TCMOD_COUNT:
8011                 case Q3TCMOD_NONE:
8012                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8013                                 matrix = r_waterscrollmatrix;
8014                         else
8015                                 matrix = identitymatrix;
8016                         break;
8017                 case Q3TCMOD_ENTITYTRANSLATE:
8018                         // this is used in Q3 to allow the gamecode to control texcoord
8019                         // scrolling on the entity, which is not supported in darkplaces yet.
8020                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8021                         break;
8022                 case Q3TCMOD_ROTATE:
8023                         f = tcmod->parms[0] * rsurface.shadertime;
8024                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8025                         Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
8026                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8027                         break;
8028                 case Q3TCMOD_SCALE:
8029                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8030                         break;
8031                 case Q3TCMOD_SCROLL:
8032                         // extra care is needed because of precision breakdown with large values of time
8033                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8034                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8035                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8036                         break;
8037                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8038                         w = (int) tcmod->parms[0];
8039                         h = (int) tcmod->parms[1];
8040                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8041                         f = f - floor(f);
8042                         idx = (int) floor(f * w * h);
8043                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8044                         break;
8045                 case Q3TCMOD_STRETCH:
8046                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8047                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8048                         break;
8049                 case Q3TCMOD_TRANSFORM:
8050                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8051                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8052                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8053                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8054                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8055                         break;
8056                 case Q3TCMOD_TURBULENT:
8057                         // this is handled in the RSurf_PrepareVertices function
8058                         matrix = identitymatrix;
8059                         break;
8060         }
8061         temp = *texmatrix;
8062         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8063 }
8064
8065 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8066 {
8067         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8068         char name[MAX_QPATH];
8069         skinframe_t *skinframe;
8070         unsigned char pixels[296*194];
8071         strlcpy(cache->name, skinname, sizeof(cache->name));
8072         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8073         if (developer_loading.integer)
8074                 Con_Printf("loading %s\n", name);
8075         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8076         if (!skinframe || !skinframe->base)
8077         {
8078                 unsigned char *f;
8079                 fs_offset_t filesize;
8080                 skinframe = NULL;
8081                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8082                 if (f)
8083                 {
8084                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8085                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8086                         Mem_Free(f);
8087                 }
8088         }
8089         cache->skinframe = skinframe;
8090 }
8091
8092 texture_t *R_GetCurrentTexture(texture_t *t)
8093 {
8094         int i;
8095         const entity_render_t *ent = rsurface.entity;
8096         dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8097         q3shaderinfo_layer_tcmod_t *tcmod;
8098
8099         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8100                 return t->currentframe;
8101         t->update_lastrenderframe = r_textureframe;
8102         t->update_lastrenderentity = (void *)ent;
8103
8104         if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8105                 t->camera_entity = ent->entitynumber;
8106         else
8107                 t->camera_entity = 0;
8108
8109         // switch to an alternate material if this is a q1bsp animated material
8110         {
8111                 texture_t *texture = t;
8112                 int s = rsurface.ent_skinnum;
8113                 if ((unsigned int)s >= (unsigned int)model->numskins)
8114                         s = 0;
8115                 if (model->skinscenes)
8116                 {
8117                         if (model->skinscenes[s].framecount > 1)
8118                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8119                         else
8120                                 s = model->skinscenes[s].firstframe;
8121                 }
8122                 if (s > 0)
8123                         t = t + s * model->num_surfaces;
8124                 if (t->animated)
8125                 {
8126                         // use an alternate animation if the entity's frame is not 0,
8127                         // and only if the texture has an alternate animation
8128                         if (rsurface.ent_alttextures && t->anim_total[1])
8129                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8130                         else
8131                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8132                 }
8133                 texture->currentframe = t;
8134         }
8135
8136         // update currentskinframe to be a qw skin or animation frame
8137         if (rsurface.ent_qwskin >= 0)
8138         {
8139                 i = rsurface.ent_qwskin;
8140                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8141                 {
8142                         r_qwskincache_size = cl.maxclients;
8143                         if (r_qwskincache)
8144                                 Mem_Free(r_qwskincache);
8145                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8146                 }
8147                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8148                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8149                 t->currentskinframe = r_qwskincache[i].skinframe;
8150                 if (t->currentskinframe == NULL)
8151                         t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8152         }
8153         else if (t->numskinframes >= 2)
8154                 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8155         if (t->backgroundnumskinframes >= 2)
8156                 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
8157
8158         t->currentmaterialflags = t->basematerialflags;
8159         t->currentalpha = rsurface.colormod[3];
8160         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8161                 t->currentalpha *= r_wateralpha.value;
8162         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8163                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8164         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8165                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8166         if (!(rsurface.ent_flags & RENDER_LIGHT))
8167                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8168         else if (FAKELIGHT_ENABLED)
8169         {
8170                 // no modellight if using fakelight for the map
8171         }
8172         else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8173         {
8174                 // pick a model lighting mode
8175                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8176                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8177                 else
8178                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8179         }
8180         if (rsurface.ent_flags & RENDER_ADDITIVE)
8181                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8182         else if (t->currentalpha < 1)
8183                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8184         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8185         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8186                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8187         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8188                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8189         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8190                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8191         if (t->backgroundnumskinframes)
8192                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8193         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8194         {
8195                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8196                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8197         }
8198         else
8199                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8200         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8201         {
8202                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8203                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8204         }
8205         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8206                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8207
8208         // there is no tcmod
8209         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8210         {
8211                 t->currenttexmatrix = r_waterscrollmatrix;
8212                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8213         }
8214         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8215         {
8216                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8217                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8218         }
8219
8220         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8221                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8222         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8223                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8224
8225         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8226         if (t->currentskinframe->qpixels)
8227                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8228         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8229         if (!t->basetexture)
8230                 t->basetexture = r_texture_notexture;
8231         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8232         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8233         t->nmaptexture = t->currentskinframe->nmap;
8234         if (!t->nmaptexture)
8235                 t->nmaptexture = r_texture_blanknormalmap;
8236         t->glosstexture = r_texture_black;
8237         t->glowtexture = t->currentskinframe->glow;
8238         t->fogtexture = t->currentskinframe->fog;
8239         t->reflectmasktexture = t->currentskinframe->reflect;
8240         if (t->backgroundnumskinframes)
8241         {
8242                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8243                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8244                 t->backgroundglosstexture = r_texture_black;
8245                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8246                 if (!t->backgroundnmaptexture)
8247                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8248                 // make sure that if glow is going to be used, both textures are not NULL
8249                 if (!t->backgroundglowtexture && t->glowtexture)
8250                         t->backgroundglowtexture = r_texture_black;
8251                 if (!t->glowtexture && t->backgroundglowtexture)
8252                         t->glowtexture = r_texture_black;
8253         }
8254         else
8255         {
8256                 t->backgroundbasetexture = r_texture_white;
8257                 t->backgroundnmaptexture = r_texture_blanknormalmap;
8258                 t->backgroundglosstexture = r_texture_black;
8259                 t->backgroundglowtexture = NULL;
8260         }
8261         t->specularpower = r_shadow_glossexponent.value;
8262         // TODO: store reference values for these in the texture?
8263         t->specularscale = 0;
8264         if (r_shadow_gloss.integer > 0)
8265         {
8266                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8267                 {
8268                         if (r_shadow_glossintensity.value > 0)
8269                         {
8270                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8271                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8272                                 t->specularscale = r_shadow_glossintensity.value;
8273                         }
8274                 }
8275                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8276                 {
8277                         t->glosstexture = r_texture_white;
8278                         t->backgroundglosstexture = r_texture_white;
8279                         t->specularscale = r_shadow_gloss2intensity.value;
8280                         t->specularpower = r_shadow_gloss2exponent.value;
8281                 }
8282         }
8283         t->specularscale *= t->specularscalemod;
8284         t->specularpower *= t->specularpowermod;
8285         t->rtlightambient = 0;
8286
8287         // lightmaps mode looks bad with dlights using actual texturing, so turn
8288         // off the colormap and glossmap, but leave the normalmap on as it still
8289         // accurately represents the shading involved
8290         if (gl_lightmaps.integer)
8291         {
8292                 t->basetexture = r_texture_grey128;
8293                 t->pantstexture = r_texture_black;
8294                 t->shirttexture = r_texture_black;
8295                 if (gl_lightmaps.integer < 2)
8296                         t->nmaptexture = r_texture_blanknormalmap;
8297                 t->glosstexture = r_texture_black;
8298                 t->glowtexture = NULL;
8299                 t->fogtexture = NULL;
8300                 t->reflectmasktexture = NULL;
8301                 t->backgroundbasetexture = NULL;
8302                 if (gl_lightmaps.integer < 2)
8303                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8304                 t->backgroundglosstexture = r_texture_black;
8305                 t->backgroundglowtexture = NULL;
8306                 t->specularscale = 0;
8307                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8308         }
8309
8310         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8311         VectorClear(t->dlightcolor);
8312         t->currentnumlayers = 0;
8313         if (t->currentmaterialflags & MATERIALFLAG_WALL)
8314         {
8315                 int blendfunc1, blendfunc2;
8316                 qboolean depthmask;
8317                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8318                 {
8319                         blendfunc1 = GL_SRC_ALPHA;
8320                         blendfunc2 = GL_ONE;
8321                 }
8322                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8323                 {
8324                         blendfunc1 = GL_SRC_ALPHA;
8325                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8326                 }
8327                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8328                 {
8329                         blendfunc1 = t->customblendfunc[0];
8330                         blendfunc2 = t->customblendfunc[1];
8331                 }
8332                 else
8333                 {
8334                         blendfunc1 = GL_ONE;
8335                         blendfunc2 = GL_ZERO;
8336                 }
8337                 // don't colormod evilblend textures
8338                 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8339                         VectorSet(t->lightmapcolor, 1, 1, 1);
8340                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8341                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8342                 {
8343                         // fullbright is not affected by r_refdef.lightmapintensity
8344                         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]);
8345                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8346                                 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]);
8347                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8348                                 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]);
8349                 }
8350                 else
8351                 {
8352                         vec3_t ambientcolor;
8353                         float colorscale;
8354                         // set the color tint used for lights affecting this surface
8355                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8356                         colorscale = 2;
8357                         // q3bsp has no lightmap updates, so the lightstylevalue that
8358                         // would normally be baked into the lightmap must be
8359                         // applied to the color
8360                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8361                         if (model->type == mod_brushq3)
8362                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8363                         colorscale *= r_refdef.lightmapintensity;
8364                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8365                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8366                         // basic lit geometry
8367                         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]);
8368                         // add pants/shirt if needed
8369                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8370                                 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]);
8371                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8372                                 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]);
8373                         // now add ambient passes if needed
8374                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8375                         {
8376                                 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]);
8377                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8378                                         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]);
8379                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8380                                         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]);
8381                         }
8382                 }
8383                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8384                         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]);
8385                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8386                 {
8387                         // if this is opaque use alpha blend which will darken the earlier
8388                         // passes cheaply.
8389                         //
8390                         // if this is an alpha blended material, all the earlier passes
8391                         // were darkened by fog already, so we only need to add the fog
8392                         // color ontop through the fog mask texture
8393                         //
8394                         // if this is an additive blended material, all the earlier passes
8395                         // were darkened by fog already, and we should not add fog color
8396                         // (because the background was not darkened, there is no fog color
8397                         // that was lost behind it).
8398                         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]);
8399                 }
8400         }
8401
8402         return t->currentframe;
8403 }
8404
8405 rsurfacestate_t rsurface;
8406
8407 void RSurf_ActiveWorldEntity(void)
8408 {
8409         dp_model_t *model = r_refdef.scene.worldmodel;
8410         //if (rsurface.entity == r_refdef.scene.worldentity)
8411         //      return;
8412         rsurface.entity = r_refdef.scene.worldentity;
8413         rsurface.skeleton = NULL;
8414         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8415         rsurface.ent_skinnum = 0;
8416         rsurface.ent_qwskin = -1;
8417         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8418         rsurface.shadertime = r_refdef.scene.time;
8419         rsurface.matrix = identitymatrix;
8420         rsurface.inversematrix = identitymatrix;
8421         rsurface.matrixscale = 1;
8422         rsurface.inversematrixscale = 1;
8423         R_EntityMatrix(&identitymatrix);
8424         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8425         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8426         rsurface.fograngerecip = r_refdef.fograngerecip;
8427         rsurface.fogheightfade = r_refdef.fogheightfade;
8428         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8429         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8430         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8431         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8432         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8433         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8434         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8435         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8436         rsurface.colormod[3] = 1;
8437         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);
8438         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8439         rsurface.frameblend[0].lerp = 1;
8440         rsurface.ent_alttextures = false;
8441         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8442         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8443         rsurface.entityskeletaltransform3x4 = NULL;
8444         rsurface.entityskeletaltransform3x4buffer = NULL;
8445         rsurface.entityskeletaltransform3x4offset = 0;
8446         rsurface.entityskeletaltransform3x4size = 0;;
8447         rsurface.entityskeletalnumtransforms = 0;
8448         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8449         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8450         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8451         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8452         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8453         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8454         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8455         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8456         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8457         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8458         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8459         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8460         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8461         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8462         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8463         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8464         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8465         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8466         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8467         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8468         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8469         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8470         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8471         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8472         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8473         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8474         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8475         rsurface.modelelement3i = model->surfmesh.data_element3i;
8476         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8477         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8478         rsurface.modelelement3s = model->surfmesh.data_element3s;
8479         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8480         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8481         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8482         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8483         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8484         rsurface.modelsurfaces = model->data_surfaces;
8485         rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8486         rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8487         rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8488         rsurface.modelgeneratedvertex = false;
8489         rsurface.batchgeneratedvertex = false;
8490         rsurface.batchfirstvertex = 0;
8491         rsurface.batchnumvertices = 0;
8492         rsurface.batchfirsttriangle = 0;
8493         rsurface.batchnumtriangles = 0;
8494         rsurface.batchvertex3f  = NULL;
8495         rsurface.batchvertex3f_vertexbuffer = NULL;
8496         rsurface.batchvertex3f_bufferoffset = 0;
8497         rsurface.batchsvector3f = NULL;
8498         rsurface.batchsvector3f_vertexbuffer = NULL;
8499         rsurface.batchsvector3f_bufferoffset = 0;
8500         rsurface.batchtvector3f = NULL;
8501         rsurface.batchtvector3f_vertexbuffer = NULL;
8502         rsurface.batchtvector3f_bufferoffset = 0;
8503         rsurface.batchnormal3f  = NULL;
8504         rsurface.batchnormal3f_vertexbuffer = NULL;
8505         rsurface.batchnormal3f_bufferoffset = 0;
8506         rsurface.batchlightmapcolor4f = NULL;
8507         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8508         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8509         rsurface.batchtexcoordtexture2f = NULL;
8510         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8511         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8512         rsurface.batchtexcoordlightmap2f = NULL;
8513         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8514         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8515         rsurface.batchskeletalindex4ub = NULL;
8516         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8517         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8518         rsurface.batchskeletalweight4ub = NULL;
8519         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8520         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8521         rsurface.batchvertexmesh = NULL;
8522         rsurface.batchvertexmesh_vertexbuffer = NULL;
8523         rsurface.batchvertexmesh_bufferoffset = 0;
8524         rsurface.batchelement3i = NULL;
8525         rsurface.batchelement3i_indexbuffer = NULL;
8526         rsurface.batchelement3i_bufferoffset = 0;
8527         rsurface.batchelement3s = NULL;
8528         rsurface.batchelement3s_indexbuffer = NULL;
8529         rsurface.batchelement3s_bufferoffset = 0;
8530         rsurface.passcolor4f = NULL;
8531         rsurface.passcolor4f_vertexbuffer = NULL;
8532         rsurface.passcolor4f_bufferoffset = 0;
8533         rsurface.forcecurrenttextureupdate = false;
8534 }
8535
8536 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8537 {
8538         dp_model_t *model = ent->model;
8539         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8540         //      return;
8541         rsurface.entity = (entity_render_t *)ent;
8542         rsurface.skeleton = ent->skeleton;
8543         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8544         rsurface.ent_skinnum = ent->skinnum;
8545         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;
8546         rsurface.ent_flags = ent->flags;
8547         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8548         rsurface.matrix = ent->matrix;
8549         rsurface.inversematrix = ent->inversematrix;
8550         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8551         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8552         R_EntityMatrix(&rsurface.matrix);
8553         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8554         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8555         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8556         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8557         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8558         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8559         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8560         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8561         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8562         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8563         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8564         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8565         rsurface.colormod[3] = ent->alpha;
8566         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8567         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8568         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8569         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8570         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8571         if (ent->model->brush.submodel && !prepass)
8572         {
8573                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8574                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8575         }
8576         // if the animcache code decided it should use the shader path, skip the deform step
8577         rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8578         rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8579         rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8580         rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8581         rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8582         if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8583         {
8584                 if (ent->animcache_vertex3f)
8585                 {
8586                         r_refdef.stats[r_stat_batch_entitycache_count]++;
8587                         r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8588                         r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8589                         r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8590                         rsurface.modelvertex3f = ent->animcache_vertex3f;
8591                         rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8592                         rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8593                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8594                         rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8595                         rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8596                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8597                         rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8598                         rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8599                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8600                         rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8601                         rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8602                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8603                         rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8604                         rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8605                 }
8606                 else if (wanttangents)
8607                 {
8608                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8609                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8610                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8611                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8612                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8613                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8614                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8615                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8616                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8617                         rsurface.modelvertexmesh = NULL;
8618                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8619                         rsurface.modelvertexmesh_bufferoffset = 0;
8620                         rsurface.modelvertex3f_vertexbuffer = NULL;
8621                         rsurface.modelvertex3f_bufferoffset = 0;
8622                         rsurface.modelvertex3f_vertexbuffer = 0;
8623                         rsurface.modelvertex3f_bufferoffset = 0;
8624                         rsurface.modelsvector3f_vertexbuffer = 0;
8625                         rsurface.modelsvector3f_bufferoffset = 0;
8626                         rsurface.modeltvector3f_vertexbuffer = 0;
8627                         rsurface.modeltvector3f_bufferoffset = 0;
8628                         rsurface.modelnormal3f_vertexbuffer = 0;
8629                         rsurface.modelnormal3f_bufferoffset = 0;
8630                 }
8631                 else if (wantnormals)
8632                 {
8633                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8634                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8635                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8636                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8637                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8638                         rsurface.modelsvector3f = NULL;
8639                         rsurface.modeltvector3f = NULL;
8640                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8641                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8642                         rsurface.modelvertexmesh = NULL;
8643                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8644                         rsurface.modelvertexmesh_bufferoffset = 0;
8645                         rsurface.modelvertex3f_vertexbuffer = NULL;
8646                         rsurface.modelvertex3f_bufferoffset = 0;
8647                         rsurface.modelvertex3f_vertexbuffer = 0;
8648                         rsurface.modelvertex3f_bufferoffset = 0;
8649                         rsurface.modelsvector3f_vertexbuffer = 0;
8650                         rsurface.modelsvector3f_bufferoffset = 0;
8651                         rsurface.modeltvector3f_vertexbuffer = 0;
8652                         rsurface.modeltvector3f_bufferoffset = 0;
8653                         rsurface.modelnormal3f_vertexbuffer = 0;
8654                         rsurface.modelnormal3f_bufferoffset = 0;
8655                 }
8656                 else
8657                 {
8658                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
8659                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8660                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8661                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8662                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8663                         rsurface.modelsvector3f = NULL;
8664                         rsurface.modeltvector3f = NULL;
8665                         rsurface.modelnormal3f = NULL;
8666                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8667                         rsurface.modelvertexmesh = NULL;
8668                         rsurface.modelvertexmesh_vertexbuffer = NULL;
8669                         rsurface.modelvertexmesh_bufferoffset = 0;
8670                         rsurface.modelvertex3f_vertexbuffer = NULL;
8671                         rsurface.modelvertex3f_bufferoffset = 0;
8672                         rsurface.modelvertex3f_vertexbuffer = 0;
8673                         rsurface.modelvertex3f_bufferoffset = 0;
8674                         rsurface.modelsvector3f_vertexbuffer = 0;
8675                         rsurface.modelsvector3f_bufferoffset = 0;
8676                         rsurface.modeltvector3f_vertexbuffer = 0;
8677                         rsurface.modeltvector3f_bufferoffset = 0;
8678                         rsurface.modelnormal3f_vertexbuffer = 0;
8679                         rsurface.modelnormal3f_bufferoffset = 0;
8680                 }
8681                 rsurface.modelgeneratedvertex = true;
8682         }
8683         else
8684         {
8685                 if (rsurface.entityskeletaltransform3x4)
8686                 {
8687                         r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8688                         r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8689                         r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8690                         r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8691                 }
8692                 else
8693                 {
8694                         r_refdef.stats[r_stat_batch_entitystatic_count]++;
8695                         r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8696                         r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8697                         r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8698                 }
8699                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
8700                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8701                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8702                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8703                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8704                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8705                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8706                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8707                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8708                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
8709                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8710                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8711                 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8712                 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8713                 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8714                 rsurface.modelgeneratedvertex = false;
8715         }
8716         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
8717         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8718         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8719         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
8720         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8721         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8722         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
8723         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8724         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8725         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8726         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8727         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8728         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8729         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8730         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8731         rsurface.modelelement3i = model->surfmesh.data_element3i;
8732         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8733         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8734         rsurface.modelelement3s = model->surfmesh.data_element3s;
8735         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8736         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8737         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8738         rsurface.modelnumvertices = model->surfmesh.num_vertices;
8739         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8740         rsurface.modelsurfaces = model->data_surfaces;
8741         rsurface.batchgeneratedvertex = false;
8742         rsurface.batchfirstvertex = 0;
8743         rsurface.batchnumvertices = 0;
8744         rsurface.batchfirsttriangle = 0;
8745         rsurface.batchnumtriangles = 0;
8746         rsurface.batchvertex3f  = NULL;
8747         rsurface.batchvertex3f_vertexbuffer = NULL;
8748         rsurface.batchvertex3f_bufferoffset = 0;
8749         rsurface.batchsvector3f = NULL;
8750         rsurface.batchsvector3f_vertexbuffer = NULL;
8751         rsurface.batchsvector3f_bufferoffset = 0;
8752         rsurface.batchtvector3f = NULL;
8753         rsurface.batchtvector3f_vertexbuffer = NULL;
8754         rsurface.batchtvector3f_bufferoffset = 0;
8755         rsurface.batchnormal3f  = NULL;
8756         rsurface.batchnormal3f_vertexbuffer = NULL;
8757         rsurface.batchnormal3f_bufferoffset = 0;
8758         rsurface.batchlightmapcolor4f = NULL;
8759         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8760         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8761         rsurface.batchtexcoordtexture2f = NULL;
8762         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8763         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8764         rsurface.batchtexcoordlightmap2f = NULL;
8765         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8766         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8767         rsurface.batchskeletalindex4ub = NULL;
8768         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8769         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8770         rsurface.batchskeletalweight4ub = NULL;
8771         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8772         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8773         rsurface.batchvertexmesh = NULL;
8774         rsurface.batchvertexmesh_vertexbuffer = NULL;
8775         rsurface.batchvertexmesh_bufferoffset = 0;
8776         rsurface.batchelement3i = NULL;
8777         rsurface.batchelement3i_indexbuffer = NULL;
8778         rsurface.batchelement3i_bufferoffset = 0;
8779         rsurface.batchelement3s = NULL;
8780         rsurface.batchelement3s_indexbuffer = NULL;
8781         rsurface.batchelement3s_bufferoffset = 0;
8782         rsurface.passcolor4f = NULL;
8783         rsurface.passcolor4f_vertexbuffer = NULL;
8784         rsurface.passcolor4f_bufferoffset = 0;
8785         rsurface.forcecurrenttextureupdate = false;
8786 }
8787
8788 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)
8789 {
8790         rsurface.entity = r_refdef.scene.worldentity;
8791         rsurface.skeleton = NULL;
8792         rsurface.ent_skinnum = 0;
8793         rsurface.ent_qwskin = -1;
8794         rsurface.ent_flags = entflags;
8795         rsurface.shadertime = r_refdef.scene.time - shadertime;
8796         rsurface.modelnumvertices = numvertices;
8797         rsurface.modelnumtriangles = numtriangles;
8798         rsurface.matrix = *matrix;
8799         rsurface.inversematrix = *inversematrix;
8800         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8801         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8802         R_EntityMatrix(&rsurface.matrix);
8803         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8804         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8805         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8806         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8807         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8808         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8809         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8810         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8811         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8812         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8813         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8814         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8815         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);
8816         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8817         rsurface.frameblend[0].lerp = 1;
8818         rsurface.ent_alttextures = false;
8819         rsurface.basepolygonfactor = r_refdef.polygonfactor;
8820         rsurface.basepolygonoffset = r_refdef.polygonoffset;
8821         rsurface.entityskeletaltransform3x4 = NULL;
8822         rsurface.entityskeletaltransform3x4buffer = NULL;
8823         rsurface.entityskeletaltransform3x4offset = 0;
8824         rsurface.entityskeletaltransform3x4size = 0;
8825         rsurface.entityskeletalnumtransforms = 0;
8826         r_refdef.stats[r_stat_batch_entitycustom_count]++;
8827         r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8828         r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8829         r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8830         if (wanttangents)
8831         {
8832                 rsurface.modelvertex3f = (float *)vertex3f;
8833                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8834                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8835                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8836         }
8837         else if (wantnormals)
8838         {
8839                 rsurface.modelvertex3f = (float *)vertex3f;
8840                 rsurface.modelsvector3f = NULL;
8841                 rsurface.modeltvector3f = NULL;
8842                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8843         }
8844         else
8845         {
8846                 rsurface.modelvertex3f = (float *)vertex3f;
8847                 rsurface.modelsvector3f = NULL;
8848                 rsurface.modeltvector3f = NULL;
8849                 rsurface.modelnormal3f = NULL;
8850         }
8851         rsurface.modelvertexmesh = NULL;
8852         rsurface.modelvertexmesh_vertexbuffer = NULL;
8853         rsurface.modelvertexmesh_bufferoffset = 0;
8854         rsurface.modelvertex3f_vertexbuffer = 0;
8855         rsurface.modelvertex3f_bufferoffset = 0;
8856         rsurface.modelsvector3f_vertexbuffer = 0;
8857         rsurface.modelsvector3f_bufferoffset = 0;
8858         rsurface.modeltvector3f_vertexbuffer = 0;
8859         rsurface.modeltvector3f_bufferoffset = 0;
8860         rsurface.modelnormal3f_vertexbuffer = 0;
8861         rsurface.modelnormal3f_bufferoffset = 0;
8862         rsurface.modelgeneratedvertex = true;
8863         rsurface.modellightmapcolor4f  = (float *)color4f;
8864         rsurface.modellightmapcolor4f_vertexbuffer = 0;
8865         rsurface.modellightmapcolor4f_bufferoffset = 0;
8866         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
8867         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8868         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8869         rsurface.modeltexcoordlightmap2f  = NULL;
8870         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8871         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8872         rsurface.modelskeletalindex4ub = NULL;
8873         rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8874         rsurface.modelskeletalindex4ub_bufferoffset = 0;
8875         rsurface.modelskeletalweight4ub = NULL;
8876         rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8877         rsurface.modelskeletalweight4ub_bufferoffset = 0;
8878         rsurface.modelelement3i = (int *)element3i;
8879         rsurface.modelelement3i_indexbuffer = NULL;
8880         rsurface.modelelement3i_bufferoffset = 0;
8881         rsurface.modelelement3s = (unsigned short *)element3s;
8882         rsurface.modelelement3s_indexbuffer = NULL;
8883         rsurface.modelelement3s_bufferoffset = 0;
8884         rsurface.modellightmapoffsets = NULL;
8885         rsurface.modelsurfaces = NULL;
8886         rsurface.batchgeneratedvertex = false;
8887         rsurface.batchfirstvertex = 0;
8888         rsurface.batchnumvertices = 0;
8889         rsurface.batchfirsttriangle = 0;
8890         rsurface.batchnumtriangles = 0;
8891         rsurface.batchvertex3f  = NULL;
8892         rsurface.batchvertex3f_vertexbuffer = NULL;
8893         rsurface.batchvertex3f_bufferoffset = 0;
8894         rsurface.batchsvector3f = NULL;
8895         rsurface.batchsvector3f_vertexbuffer = NULL;
8896         rsurface.batchsvector3f_bufferoffset = 0;
8897         rsurface.batchtvector3f = NULL;
8898         rsurface.batchtvector3f_vertexbuffer = NULL;
8899         rsurface.batchtvector3f_bufferoffset = 0;
8900         rsurface.batchnormal3f  = NULL;
8901         rsurface.batchnormal3f_vertexbuffer = NULL;
8902         rsurface.batchnormal3f_bufferoffset = 0;
8903         rsurface.batchlightmapcolor4f = NULL;
8904         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8905         rsurface.batchlightmapcolor4f_bufferoffset = 0;
8906         rsurface.batchtexcoordtexture2f = NULL;
8907         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8908         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8909         rsurface.batchtexcoordlightmap2f = NULL;
8910         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8911         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8912         rsurface.batchskeletalindex4ub = NULL;
8913         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8914         rsurface.batchskeletalindex4ub_bufferoffset = 0;
8915         rsurface.batchskeletalweight4ub = NULL;
8916         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8917         rsurface.batchskeletalweight4ub_bufferoffset = 0;
8918         rsurface.batchvertexmesh = NULL;
8919         rsurface.batchvertexmesh_vertexbuffer = NULL;
8920         rsurface.batchvertexmesh_bufferoffset = 0;
8921         rsurface.batchelement3i = NULL;
8922         rsurface.batchelement3i_indexbuffer = NULL;
8923         rsurface.batchelement3i_bufferoffset = 0;
8924         rsurface.batchelement3s = NULL;
8925         rsurface.batchelement3s_indexbuffer = NULL;
8926         rsurface.batchelement3s_bufferoffset = 0;
8927         rsurface.passcolor4f = NULL;
8928         rsurface.passcolor4f_vertexbuffer = NULL;
8929         rsurface.passcolor4f_bufferoffset = 0;
8930         rsurface.forcecurrenttextureupdate = true;
8931
8932         if (rsurface.modelnumvertices && rsurface.modelelement3i)
8933         {
8934                 if ((wantnormals || wanttangents) && !normal3f)
8935                 {
8936                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8937                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8938                 }
8939                 if (wanttangents && !svector3f)
8940                 {
8941                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8942                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8943                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8944                 }
8945         }
8946 }
8947
8948 float RSurf_FogPoint(const float *v)
8949 {
8950         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8951         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8952         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8953         float FogHeightFade = r_refdef.fogheightfade;
8954         float fogfrac;
8955         unsigned int fogmasktableindex;
8956         if (r_refdef.fogplaneviewabove)
8957                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8958         else
8959                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8960         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8961         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8962 }
8963
8964 float RSurf_FogVertex(const float *v)
8965 {
8966         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8967         float FogPlaneViewDist = rsurface.fogplaneviewdist;
8968         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8969         float FogHeightFade = rsurface.fogheightfade;
8970         float fogfrac;
8971         unsigned int fogmasktableindex;
8972         if (r_refdef.fogplaneviewabove)
8973                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8974         else
8975                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8976         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8977         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8978 }
8979
8980 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8981 {
8982         int i;
8983         for (i = 0;i < numelements;i++)
8984                 outelement3i[i] = inelement3i[i] + adjust;
8985 }
8986
8987 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8988 extern cvar_t gl_vbo;
8989 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8990 {
8991         int deformindex;
8992         int firsttriangle;
8993         int numtriangles;
8994         int firstvertex;
8995         int endvertex;
8996         int numvertices;
8997         int surfacefirsttriangle;
8998         int surfacenumtriangles;
8999         int surfacefirstvertex;
9000         int surfaceendvertex;
9001         int surfacenumvertices;
9002         int batchnumsurfaces = texturenumsurfaces;
9003         int batchnumvertices;
9004         int batchnumtriangles;
9005         int needsupdate;
9006         int i, j;
9007         qboolean gaps;
9008         qboolean dynamicvertex;
9009         float amplitude;
9010         float animpos;
9011         float scale;
9012         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9013         float waveparms[4];
9014         unsigned char *ub;
9015         q3shaderinfo_deform_t *deform;
9016         const msurface_t *surface, *firstsurface;
9017         r_vertexmesh_t *vertexmesh;
9018         if (!texturenumsurfaces)
9019                 return;
9020         // find vertex range of this surface batch
9021         gaps = false;
9022         firstsurface = texturesurfacelist[0];
9023         firsttriangle = firstsurface->num_firsttriangle;
9024         batchnumvertices = 0;
9025         batchnumtriangles = 0;
9026         firstvertex = endvertex = firstsurface->num_firstvertex;
9027         for (i = 0;i < texturenumsurfaces;i++)
9028         {
9029                 surface = texturesurfacelist[i];
9030                 if (surface != firstsurface + i)
9031                         gaps = true;
9032                 surfacefirstvertex = surface->num_firstvertex;
9033                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9034                 surfacenumvertices = surface->num_vertices;
9035                 surfacenumtriangles = surface->num_triangles;
9036                 if (firstvertex > surfacefirstvertex)
9037                         firstvertex = surfacefirstvertex;
9038                 if (endvertex < surfaceendvertex)
9039                         endvertex = surfaceendvertex;
9040                 batchnumvertices += surfacenumvertices;
9041                 batchnumtriangles += surfacenumtriangles;
9042         }
9043
9044         r_refdef.stats[r_stat_batch_batches]++;
9045         if (gaps)
9046                 r_refdef.stats[r_stat_batch_withgaps]++;
9047         r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9048         r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9049         r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9050
9051         // we now know the vertex range used, and if there are any gaps in it
9052         rsurface.batchfirstvertex = firstvertex;
9053         rsurface.batchnumvertices = endvertex - firstvertex;
9054         rsurface.batchfirsttriangle = firsttriangle;
9055         rsurface.batchnumtriangles = batchnumtriangles;
9056
9057         // this variable holds flags for which properties have been updated that
9058         // may require regenerating vertexmesh array...
9059         needsupdate = 0;
9060
9061         // check if any dynamic vertex processing must occur
9062         dynamicvertex = false;
9063
9064         // a cvar to force the dynamic vertex path to be taken, for debugging
9065         if (r_batch_debugdynamicvertexpath.integer)
9066         {
9067                 if (!dynamicvertex)
9068                 {
9069                         r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9070                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9071                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9072                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9073                 }
9074                 dynamicvertex = true;
9075         }
9076
9077         // if there is a chance of animated vertex colors, it's a dynamic batch
9078         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9079         {
9080                 if (!dynamicvertex)
9081                 {
9082                         r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9083                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9084                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9085                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9086                 }
9087                 dynamicvertex = true;
9088                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9089         }
9090
9091         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9092         {
9093                 switch (deform->deform)
9094                 {
9095                 default:
9096                 case Q3DEFORM_PROJECTIONSHADOW:
9097                 case Q3DEFORM_TEXT0:
9098                 case Q3DEFORM_TEXT1:
9099                 case Q3DEFORM_TEXT2:
9100                 case Q3DEFORM_TEXT3:
9101                 case Q3DEFORM_TEXT4:
9102                 case Q3DEFORM_TEXT5:
9103                 case Q3DEFORM_TEXT6:
9104                 case Q3DEFORM_TEXT7:
9105                 case Q3DEFORM_NONE:
9106                         break;
9107                 case Q3DEFORM_AUTOSPRITE:
9108                         if (!dynamicvertex)
9109                         {
9110                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9111                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9112                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9113                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9114                         }
9115                         dynamicvertex = true;
9116                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9117                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9118                         break;
9119                 case Q3DEFORM_AUTOSPRITE2:
9120                         if (!dynamicvertex)
9121                         {
9122                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9123                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9124                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9125                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9126                         }
9127                         dynamicvertex = true;
9128                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9129                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9130                         break;
9131                 case Q3DEFORM_NORMAL:
9132                         if (!dynamicvertex)
9133                         {
9134                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9135                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9136                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9137                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9138                         }
9139                         dynamicvertex = true;
9140                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9141                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9142                         break;
9143                 case Q3DEFORM_WAVE:
9144                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9145                                 break; // if wavefunc is a nop, ignore this transform
9146                         if (!dynamicvertex)
9147                         {
9148                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9149                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9150                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9151                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9152                         }
9153                         dynamicvertex = true;
9154                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9155                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9156                         break;
9157                 case Q3DEFORM_BULGE:
9158                         if (!dynamicvertex)
9159                         {
9160                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9161                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9162                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9163                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9164                         }
9165                         dynamicvertex = true;
9166                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9167                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9168                         break;
9169                 case Q3DEFORM_MOVE:
9170                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9171                                 break; // if wavefunc is a nop, ignore this transform
9172                         if (!dynamicvertex)
9173                         {
9174                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9175                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9176                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9177                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9178                         }
9179                         dynamicvertex = true;
9180                         batchneed |= BATCHNEED_ARRAY_VERTEX;
9181                         needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9182                         break;
9183                 }
9184         }
9185         switch(rsurface.texture->tcgen.tcgen)
9186         {
9187         default:
9188         case Q3TCGEN_TEXTURE:
9189                 break;
9190         case Q3TCGEN_LIGHTMAP:
9191                 if (!dynamicvertex)
9192                 {
9193                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9194                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9195                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9196                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9197                 }
9198                 dynamicvertex = true;
9199                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9200                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9201                 break;
9202         case Q3TCGEN_VECTOR:
9203                 if (!dynamicvertex)
9204                 {
9205                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9206                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9207                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9208                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9209                 }
9210                 dynamicvertex = true;
9211                 batchneed |= BATCHNEED_ARRAY_VERTEX;
9212                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9213                 break;
9214         case Q3TCGEN_ENVIRONMENT:
9215                 if (!dynamicvertex)
9216                 {
9217                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9218                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9219                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9220                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9221                 }
9222                 dynamicvertex = true;
9223                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9224                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9225                 break;
9226         }
9227         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9228         {
9229                 if (!dynamicvertex)
9230                 {
9231                         r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9232                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9233                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9234                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9235                 }
9236                 dynamicvertex = true;
9237                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9238                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9239         }
9240
9241         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9242         {
9243                 if (!dynamicvertex)
9244                 {
9245                         r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9246                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9247                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9248                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9249                 }
9250                 dynamicvertex = true;
9251                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9252         }
9253
9254         // when the model data has no vertex buffer (dynamic mesh), we need to
9255         // eliminate gaps
9256         if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9257                 batchneed |= BATCHNEED_NOGAPS;
9258
9259         // the caller can specify BATCHNEED_NOGAPS to force a batch with
9260         // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9261         // we ensure this by treating the vertex batch as dynamic...
9262         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9263         {
9264                 if (!dynamicvertex)
9265                 {
9266                         r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9267                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9268                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9269                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9270                 }
9271                 dynamicvertex = true;
9272         }
9273
9274         if (dynamicvertex)
9275         {
9276                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9277                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
9278                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
9279                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
9280                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9281                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9282                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9283                 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL)    batchneed |= BATCHNEED_ARRAY_SKELETAL;
9284         }
9285
9286         // if needsupdate, we have to do a dynamic vertex batch for sure
9287         if (needsupdate & batchneed)
9288         {
9289                 if (!dynamicvertex)
9290                 {
9291                         r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9292                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9293                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9294                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9295                 }
9296                 dynamicvertex = true;
9297         }
9298
9299         // see if we need to build vertexmesh from arrays
9300         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9301         {
9302                 if (!dynamicvertex)
9303                 {
9304                         r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9305                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9306                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9307                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9308                 }
9309                 dynamicvertex = true;
9310         }
9311
9312         // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9313         if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9314                 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9315
9316         rsurface.batchvertex3f = rsurface.modelvertex3f;
9317         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9318         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9319         rsurface.batchsvector3f = rsurface.modelsvector3f;
9320         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9321         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9322         rsurface.batchtvector3f = rsurface.modeltvector3f;
9323         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9324         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9325         rsurface.batchnormal3f = rsurface.modelnormal3f;
9326         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9327         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9328         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9329         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
9330         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
9331         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9332         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
9333         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9334         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9335         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9336         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9337         rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9338         rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9339         rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9340         rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9341         rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9342         rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9343         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9344         rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9345         rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9346         rsurface.batchelement3i = rsurface.modelelement3i;
9347         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9348         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9349         rsurface.batchelement3s = rsurface.modelelement3s;
9350         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9351         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9352         rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9353         rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9354         rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9355         rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9356         rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9357
9358         // if any dynamic vertex processing has to occur in software, we copy the
9359         // entire surface list together before processing to rebase the vertices
9360         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9361         //
9362         // if any gaps exist and we do not have a static vertex buffer, we have to
9363         // copy the surface list together to avoid wasting upload bandwidth on the
9364         // vertices in the gaps.
9365         //
9366         // if gaps exist and we have a static vertex buffer, we can choose whether
9367         // to combine the index buffer ranges into one dynamic index buffer or
9368         // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9369         //
9370         // in many cases the batch is reduced to one draw call.
9371
9372         rsurface.batchmultidraw = false;
9373         rsurface.batchmultidrawnumsurfaces = 0;
9374         rsurface.batchmultidrawsurfacelist = NULL;
9375
9376         if (!dynamicvertex)
9377         {
9378                 // static vertex data, just set pointers...
9379                 rsurface.batchgeneratedvertex = false;
9380                 // if there are gaps, we want to build a combined index buffer,
9381                 // otherwise use the original static buffer with an appropriate offset
9382                 if (gaps)
9383                 {
9384                         r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9385                         r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9386                         r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9387                         r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9388                         if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9389                         {
9390                                 rsurface.batchmultidraw = true;
9391                                 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9392                                 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9393                                 return;
9394                         }
9395                         // build a new triangle elements array for this batch
9396                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9397                         rsurface.batchfirsttriangle = 0;
9398                         numtriangles = 0;
9399                         for (i = 0;i < texturenumsurfaces;i++)
9400                         {
9401                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9402                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9403                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9404                                 numtriangles += surfacenumtriangles;
9405                         }
9406                         rsurface.batchelement3i_indexbuffer = NULL;
9407                         rsurface.batchelement3i_bufferoffset = 0;
9408                         rsurface.batchelement3s = NULL;
9409                         rsurface.batchelement3s_indexbuffer = NULL;
9410                         rsurface.batchelement3s_bufferoffset = 0;
9411                         if (endvertex <= 65536)
9412                         {
9413                                 // make a 16bit (unsigned short) index array if possible
9414                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9415                                 for (i = 0;i < numtriangles*3;i++)
9416                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9417                         }
9418                         // upload buffer data for the copytriangles batch
9419                         if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9420                         {
9421                                 if (rsurface.batchelement3s)
9422                                         rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9423                                 else if (rsurface.batchelement3i)
9424                                         rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9425                         }
9426                 }
9427                 else
9428                 {
9429                         r_refdef.stats[r_stat_batch_fast_batches] += 1;
9430                         r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9431                         r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9432                         r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9433                 }
9434                 return;
9435         }
9436
9437         // something needs software processing, do it for real...
9438         // we only directly handle separate array data in this case and then
9439         // generate interleaved data if needed...
9440         rsurface.batchgeneratedvertex = true;
9441         r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9442         r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9443         r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9444         r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9445
9446         // now copy the vertex data into a combined array and make an index array
9447         // (this is what Quake3 does all the time)
9448         // we also apply any skeletal animation here that would have been done in
9449         // the vertex shader, because most of the dynamic vertex animation cases
9450         // need actual vertex positions and normals
9451         //if (dynamicvertex)
9452         {
9453                 rsurface.batchvertexmesh = NULL;
9454                 rsurface.batchvertexmesh_vertexbuffer = NULL;
9455                 rsurface.batchvertexmesh_bufferoffset = 0;
9456                 rsurface.batchvertex3f = NULL;
9457                 rsurface.batchvertex3f_vertexbuffer = NULL;
9458                 rsurface.batchvertex3f_bufferoffset = 0;
9459                 rsurface.batchsvector3f = NULL;
9460                 rsurface.batchsvector3f_vertexbuffer = NULL;
9461                 rsurface.batchsvector3f_bufferoffset = 0;
9462                 rsurface.batchtvector3f = NULL;
9463                 rsurface.batchtvector3f_vertexbuffer = NULL;
9464                 rsurface.batchtvector3f_bufferoffset = 0;
9465                 rsurface.batchnormal3f = NULL;
9466                 rsurface.batchnormal3f_vertexbuffer = NULL;
9467                 rsurface.batchnormal3f_bufferoffset = 0;
9468                 rsurface.batchlightmapcolor4f = NULL;
9469                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9470                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9471                 rsurface.batchtexcoordtexture2f = NULL;
9472                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9473                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9474                 rsurface.batchtexcoordlightmap2f = NULL;
9475                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9476                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9477                 rsurface.batchskeletalindex4ub = NULL;
9478                 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9479                 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9480                 rsurface.batchskeletalweight4ub = NULL;
9481                 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9482                 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9483                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9484                 rsurface.batchelement3i_indexbuffer = NULL;
9485                 rsurface.batchelement3i_bufferoffset = 0;
9486                 rsurface.batchelement3s = NULL;
9487                 rsurface.batchelement3s_indexbuffer = NULL;
9488                 rsurface.batchelement3s_bufferoffset = 0;
9489                 rsurface.batchskeletaltransform3x4buffer = NULL;
9490                 rsurface.batchskeletaltransform3x4offset = 0;
9491                 rsurface.batchskeletaltransform3x4size = 0;
9492                 // we'll only be setting up certain arrays as needed
9493                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9494                         rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9495                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9496                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9497                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9498                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9499                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9500                 {
9501                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9502                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9503                 }
9504                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9505                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9506                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9507                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9508                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9509                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9510                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9511                 {
9512                         rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9513                         rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9514                 }
9515                 numvertices = 0;
9516                 numtriangles = 0;
9517                 for (i = 0;i < texturenumsurfaces;i++)
9518                 {
9519                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9520                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
9521                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9522                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9523                         // copy only the data requested
9524                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9525                                 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9526                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9527                         {
9528                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9529                                 {
9530                                         if (rsurface.batchvertex3f)
9531                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9532                                         else
9533                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9534                                 }
9535                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9536                                 {
9537                                         if (rsurface.modelnormal3f)
9538                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9539                                         else
9540                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9541                                 }
9542                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9543                                 {
9544                                         if (rsurface.modelsvector3f)
9545                                         {
9546                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9547                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9548                                         }
9549                                         else
9550                                         {
9551                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9552                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9553                                         }
9554                                 }
9555                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9556                                 {
9557                                         if (rsurface.modellightmapcolor4f)
9558                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9559                                         else
9560                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9561                                 }
9562                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9563                                 {
9564                                         if (rsurface.modeltexcoordtexture2f)
9565                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9566                                         else
9567                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9568                                 }
9569                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9570                                 {
9571                                         if (rsurface.modeltexcoordlightmap2f)
9572                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9573                                         else
9574                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9575                                 }
9576                                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9577                                 {
9578                                         if (rsurface.modelskeletalindex4ub)
9579                                         {
9580                                                 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9581                                                 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9582                                         }
9583                                         else
9584                                         {
9585                                                 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9586                                                 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9587                                                 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9588                                                 for (j = 0;j < surfacenumvertices;j++)
9589                                                         ub[j*4] = 255;
9590                                         }
9591                                 }
9592                         }
9593                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9594                         numvertices += surfacenumvertices;
9595                         numtriangles += surfacenumtriangles;
9596                 }
9597
9598                 // generate a 16bit index array as well if possible
9599                 // (in general, dynamic batches fit)
9600                 if (numvertices <= 65536)
9601                 {
9602                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9603                         for (i = 0;i < numtriangles*3;i++)
9604                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9605                 }
9606
9607                 // since we've copied everything, the batch now starts at 0
9608                 rsurface.batchfirstvertex = 0;
9609                 rsurface.batchnumvertices = batchnumvertices;
9610                 rsurface.batchfirsttriangle = 0;
9611                 rsurface.batchnumtriangles = batchnumtriangles;
9612         }
9613
9614         // apply skeletal animation that would have been done in the vertex shader
9615         if (rsurface.batchskeletaltransform3x4)
9616         {
9617                 const unsigned char *si;
9618                 const unsigned char *sw;
9619                 const float *t[4];
9620                 const float *b = rsurface.batchskeletaltransform3x4;
9621                 float *vp, *vs, *vt, *vn;
9622                 float w[4];
9623                 float m[3][4], n[3][4];
9624                 float tp[3], ts[3], tt[3], tn[3];
9625                 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9626                 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9627                 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9628                 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9629                 si = rsurface.batchskeletalindex4ub;
9630                 sw = rsurface.batchskeletalweight4ub;
9631                 vp = rsurface.batchvertex3f;
9632                 vs = rsurface.batchsvector3f;
9633                 vt = rsurface.batchtvector3f;
9634                 vn = rsurface.batchnormal3f;
9635                 memset(m[0], 0, sizeof(m));
9636                 memset(n[0], 0, sizeof(n));
9637                 for (i = 0;i < batchnumvertices;i++)
9638                 {
9639                         t[0] = b + si[0]*12;
9640                         if (sw[0] == 255)
9641                         {
9642                                 // common case - only one matrix
9643                                 m[0][0] = t[0][ 0];
9644                                 m[0][1] = t[0][ 1];
9645                                 m[0][2] = t[0][ 2];
9646                                 m[0][3] = t[0][ 3];
9647                                 m[1][0] = t[0][ 4];
9648                                 m[1][1] = t[0][ 5];
9649                                 m[1][2] = t[0][ 6];
9650                                 m[1][3] = t[0][ 7];
9651                                 m[2][0] = t[0][ 8];
9652                                 m[2][1] = t[0][ 9];
9653                                 m[2][2] = t[0][10];
9654                                 m[2][3] = t[0][11];
9655                         }
9656                         else if (sw[2] + sw[3])
9657                         {
9658                                 // blend 4 matrices
9659                                 t[1] = b + si[1]*12;
9660                                 t[2] = b + si[2]*12;
9661                                 t[3] = b + si[3]*12;
9662                                 w[0] = sw[0] * (1.0f / 255.0f);
9663                                 w[1] = sw[1] * (1.0f / 255.0f);
9664                                 w[2] = sw[2] * (1.0f / 255.0f);
9665                                 w[3] = sw[3] * (1.0f / 255.0f);
9666                                 // blend the matrices
9667                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9668                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9669                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9670                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9671                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9672                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9673                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9674                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9675                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9676                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9677                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9678                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9679                         }
9680                         else
9681                         {
9682                                 // blend 2 matrices
9683                                 t[1] = b + si[1]*12;
9684                                 w[0] = sw[0] * (1.0f / 255.0f);
9685                                 w[1] = sw[1] * (1.0f / 255.0f);
9686                                 // blend the matrices
9687                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9688                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9689                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9690                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9691                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9692                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9693                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9694                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9695                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9696                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9697                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9698                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9699                         }
9700                         si += 4;
9701                         sw += 4;
9702                         // modify the vertex
9703                         VectorCopy(vp, tp);
9704                         vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9705                         vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9706                         vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9707                         vp += 3;
9708                         if (vn)
9709                         {
9710                                 // the normal transformation matrix is a set of cross products...
9711                                 CrossProduct(m[1], m[2], n[0]);
9712                                 CrossProduct(m[2], m[0], n[1]);
9713                                 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9714                                 VectorCopy(vn, tn);
9715                                 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9716                                 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9717                                 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9718                                 VectorNormalize(vn);
9719                                 vn += 3;
9720                                 if (vs)
9721                                 {
9722                                         VectorCopy(vs, ts);
9723                                         vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9724                                         vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9725                                         vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9726                                         VectorNormalize(vs);
9727                                         vs += 3;
9728                                         VectorCopy(vt, tt);
9729                                         vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9730                                         vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9731                                         vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9732                                         VectorNormalize(vt);
9733                                         vt += 3;
9734                                 }
9735                         }
9736                 }
9737                 rsurface.batchskeletaltransform3x4 = NULL;
9738                 rsurface.batchskeletalnumtransforms = 0;
9739         }
9740
9741         // q1bsp surfaces rendered in vertex color mode have to have colors
9742         // calculated based on lightstyles
9743         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9744         {
9745                 // generate color arrays for the surfaces in this list
9746                 int c[4];
9747                 int scale;
9748                 int size3;
9749                 const int *offsets;
9750                 const unsigned char *lm;
9751                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9752                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9753                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9754                 numvertices = 0;
9755                 for (i = 0;i < texturenumsurfaces;i++)
9756                 {
9757                         surface = texturesurfacelist[i];
9758                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9759                         surfacenumvertices = surface->num_vertices;
9760                         if (surface->lightmapinfo->samples)
9761                         {
9762                                 for (j = 0;j < surfacenumvertices;j++)
9763                                 {
9764                                         lm = surface->lightmapinfo->samples + offsets[j];
9765                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9766                                         VectorScale(lm, scale, c);
9767                                         if (surface->lightmapinfo->styles[1] != 255)
9768                                         {
9769                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9770                                                 lm += size3;
9771                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9772                                                 VectorMA(c, scale, lm, c);
9773                                                 if (surface->lightmapinfo->styles[2] != 255)
9774                                                 {
9775                                                         lm += size3;
9776                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9777                                                         VectorMA(c, scale, lm, c);
9778                                                         if (surface->lightmapinfo->styles[3] != 255)
9779                                                         {
9780                                                                 lm += size3;
9781                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9782                                                                 VectorMA(c, scale, lm, c);
9783                                                         }
9784                                                 }
9785                                         }
9786                                         c[0] >>= 7;
9787                                         c[1] >>= 7;
9788                                         c[2] >>= 7;
9789                                         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);
9790                                         numvertices++;
9791                                 }
9792                         }
9793                         else
9794                         {
9795                                 for (j = 0;j < surfacenumvertices;j++)
9796                                 {
9797                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9798                                         numvertices++;
9799                                 }
9800                         }
9801                 }
9802         }
9803
9804         // if vertices are deformed (sprite flares and things in maps, possibly
9805         // water waves, bulges and other deformations), modify the copied vertices
9806         // in place
9807         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9808         {
9809                 switch (deform->deform)
9810                 {
9811                 default:
9812                 case Q3DEFORM_PROJECTIONSHADOW:
9813                 case Q3DEFORM_TEXT0:
9814                 case Q3DEFORM_TEXT1:
9815                 case Q3DEFORM_TEXT2:
9816                 case Q3DEFORM_TEXT3:
9817                 case Q3DEFORM_TEXT4:
9818                 case Q3DEFORM_TEXT5:
9819                 case Q3DEFORM_TEXT6:
9820                 case Q3DEFORM_TEXT7:
9821                 case Q3DEFORM_NONE:
9822                         break;
9823                 case Q3DEFORM_AUTOSPRITE:
9824                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9825                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9826                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9827                         VectorNormalize(newforward);
9828                         VectorNormalize(newright);
9829                         VectorNormalize(newup);
9830 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9831 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9832 //                      rsurface.batchvertex3f_bufferoffset = 0;
9833 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9834 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
9835 //                      rsurface.batchsvector3f_bufferoffset = 0;
9836 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9837 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
9838 //                      rsurface.batchtvector3f_bufferoffset = 0;
9839 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9840 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
9841 //                      rsurface.batchnormal3f_bufferoffset = 0;
9842                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9843                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9844                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9845                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9846                                 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);
9847                         // a single autosprite surface can contain multiple sprites...
9848                         for (j = 0;j < batchnumvertices - 3;j += 4)
9849                         {
9850                                 VectorClear(center);
9851                                 for (i = 0;i < 4;i++)
9852                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9853                                 VectorScale(center, 0.25f, center);
9854                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9855                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9856                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9857                                 for (i = 0;i < 4;i++)
9858                                 {
9859                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9860                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9861                                 }
9862                         }
9863                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9864                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9865                         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);
9866                         break;
9867                 case Q3DEFORM_AUTOSPRITE2:
9868                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9869                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9870                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9871                         VectorNormalize(newforward);
9872                         VectorNormalize(newright);
9873                         VectorNormalize(newup);
9874 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9875 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
9876 //                      rsurface.batchvertex3f_bufferoffset = 0;
9877                         {
9878                                 const float *v1, *v2;
9879                                 vec3_t start, end;
9880                                 float f, l;
9881                                 struct
9882                                 {
9883                                         float length2;
9884                                         const float *v1;
9885                                         const float *v2;
9886                                 }
9887                                 shortest[2];
9888                                 memset(shortest, 0, sizeof(shortest));
9889                                 // a single autosprite surface can contain multiple sprites...
9890                                 for (j = 0;j < batchnumvertices - 3;j += 4)
9891                                 {
9892                                         VectorClear(center);
9893                                         for (i = 0;i < 4;i++)
9894                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9895                                         VectorScale(center, 0.25f, center);
9896                                         // find the two shortest edges, then use them to define the
9897                                         // axis vectors for rotating around the central axis
9898                                         for (i = 0;i < 6;i++)
9899                                         {
9900                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9901                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9902                                                 l = VectorDistance2(v1, v2);
9903                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9904                                                 if (v1[2] != v2[2])
9905                                                         l += (1.0f / 1024.0f);
9906                                                 if (shortest[0].length2 > l || i == 0)
9907                                                 {
9908                                                         shortest[1] = shortest[0];
9909                                                         shortest[0].length2 = l;
9910                                                         shortest[0].v1 = v1;
9911                                                         shortest[0].v2 = v2;
9912                                                 }
9913                                                 else if (shortest[1].length2 > l || i == 1)
9914                                                 {
9915                                                         shortest[1].length2 = l;
9916                                                         shortest[1].v1 = v1;
9917                                                         shortest[1].v2 = v2;
9918                                                 }
9919                                         }
9920                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9921                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9922                                         // this calculates the right vector from the shortest edge
9923                                         // and the up vector from the edge midpoints
9924                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9925                                         VectorNormalize(right);
9926                                         VectorSubtract(end, start, up);
9927                                         VectorNormalize(up);
9928                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9929                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9930                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9931                                         VectorNegate(forward, forward);
9932                                         VectorReflect(forward, 0, up, forward);
9933                                         VectorNormalize(forward);
9934                                         CrossProduct(up, forward, newright);
9935                                         VectorNormalize(newright);
9936                                         // rotate the quad around the up axis vector, this is made
9937                                         // especially easy by the fact we know the quad is flat,
9938                                         // so we only have to subtract the center position and
9939                                         // measure distance along the right vector, and then
9940                                         // multiply that by the newright vector and add back the
9941                                         // center position
9942                                         // we also need to subtract the old position to undo the
9943                                         // displacement from the center, which we do with a
9944                                         // DotProduct, the subtraction/addition of center is also
9945                                         // optimized into DotProducts here
9946                                         l = DotProduct(right, center);
9947                                         for (i = 0;i < 4;i++)
9948                                         {
9949                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
9950                                                 f = DotProduct(right, v1) - l;
9951                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9952                                         }
9953                                 }
9954                         }
9955                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9956                         {
9957 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9958 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
9959 //                              rsurface.batchnormal3f_bufferoffset = 0;
9960                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9961                         }
9962                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9963                         {
9964 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9965 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9966 //                              rsurface.batchsvector3f_bufferoffset = 0;
9967 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9968 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9969 //                              rsurface.batchtvector3f_bufferoffset = 0;
9970                                 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);
9971                         }
9972                         break;
9973                 case Q3DEFORM_NORMAL:
9974                         // deform the normals to make reflections wavey
9975                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9976                         rsurface.batchnormal3f_vertexbuffer = NULL;
9977                         rsurface.batchnormal3f_bufferoffset = 0;
9978                         for (j = 0;j < batchnumvertices;j++)
9979                         {
9980                                 float vertex[3];
9981                                 float *normal = rsurface.batchnormal3f + 3*j;
9982                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9983                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9984                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9985                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9986                                 VectorNormalize(normal);
9987                         }
9988                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9989                         {
9990 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9991 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
9992 //                              rsurface.batchsvector3f_bufferoffset = 0;
9993 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9994 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
9995 //                              rsurface.batchtvector3f_bufferoffset = 0;
9996                                 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);
9997                         }
9998                         break;
9999                 case Q3DEFORM_WAVE:
10000                         // deform vertex array to make wavey water and flags and such
10001                         waveparms[0] = deform->waveparms[0];
10002                         waveparms[1] = deform->waveparms[1];
10003                         waveparms[2] = deform->waveparms[2];
10004                         waveparms[3] = deform->waveparms[3];
10005                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10006                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10007                         // this is how a divisor of vertex influence on deformation
10008                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10009                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10010 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10011 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10012 //                      rsurface.batchvertex3f_bufferoffset = 0;
10013 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10014 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
10015 //                      rsurface.batchnormal3f_bufferoffset = 0;
10016                         for (j = 0;j < batchnumvertices;j++)
10017                         {
10018                                 // if the wavefunc depends on time, evaluate it per-vertex
10019                                 if (waveparms[3])
10020                                 {
10021                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10022                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10023                                 }
10024                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10025                         }
10026                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10027                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10028                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10029                         {
10030 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10031 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10032 //                              rsurface.batchsvector3f_bufferoffset = 0;
10033 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10034 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10035 //                              rsurface.batchtvector3f_bufferoffset = 0;
10036                                 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);
10037                         }
10038                         break;
10039                 case Q3DEFORM_BULGE:
10040                         // deform vertex array to make the surface have moving bulges
10041 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10042 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10043 //                      rsurface.batchvertex3f_bufferoffset = 0;
10044 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10045 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
10046 //                      rsurface.batchnormal3f_bufferoffset = 0;
10047                         for (j = 0;j < batchnumvertices;j++)
10048                         {
10049                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10050                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10051                         }
10052                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10053                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10054                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10055                         {
10056 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10057 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
10058 //                              rsurface.batchsvector3f_bufferoffset = 0;
10059 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10060 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
10061 //                              rsurface.batchtvector3f_bufferoffset = 0;
10062                                 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);
10063                         }
10064                         break;
10065                 case Q3DEFORM_MOVE:
10066                         // deform vertex array
10067                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10068                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10069                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10070                         VectorScale(deform->parms, scale, waveparms);
10071 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10072 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
10073 //                      rsurface.batchvertex3f_bufferoffset = 0;
10074                         for (j = 0;j < batchnumvertices;j++)
10075                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10076                         break;
10077                 }
10078         }
10079
10080         // generate texcoords based on the chosen texcoord source
10081         switch(rsurface.texture->tcgen.tcgen)
10082         {
10083         default:
10084         case Q3TCGEN_TEXTURE:
10085                 break;
10086         case Q3TCGEN_LIGHTMAP:
10087 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10088 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10089 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10090                 if (rsurface.batchtexcoordlightmap2f)
10091                         memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
10092                 break;
10093         case Q3TCGEN_VECTOR:
10094 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10095 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10096 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10097                 for (j = 0;j < batchnumvertices;j++)
10098                 {
10099                         rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10100                         rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10101                 }
10102                 break;
10103         case Q3TCGEN_ENVIRONMENT:
10104                 // make environment reflections using a spheremap
10105                 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10106                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10107                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10108                 for (j = 0;j < batchnumvertices;j++)
10109                 {
10110                         // identical to Q3A's method, but executed in worldspace so
10111                         // carried models can be shiny too
10112
10113                         float viewer[3], d, reflected[3], worldreflected[3];
10114
10115                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10116                         // VectorNormalize(viewer);
10117
10118                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10119
10120                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10121                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10122                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10123                         // note: this is proportinal to viewer, so we can normalize later
10124
10125                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10126                         VectorNormalize(worldreflected);
10127
10128                         // note: this sphere map only uses world x and z!
10129                         // so positive and negative y will LOOK THE SAME.
10130                         rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10131                         rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10132                 }
10133                 break;
10134         }
10135         // the only tcmod that needs software vertex processing is turbulent, so
10136         // check for it here and apply the changes if needed
10137         // and we only support that as the first one
10138         // (handling a mixture of turbulent and other tcmods would be problematic
10139         //  without punting it entirely to a software path)
10140         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10141         {
10142                 amplitude = rsurface.texture->tcmods[0].parms[1];
10143                 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
10144 //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10145 //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10146 //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10147                 for (j = 0;j < batchnumvertices;j++)
10148                 {
10149                         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);
10150                         rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10151                 }
10152         }
10153
10154         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10155         {
10156                 // convert the modified arrays to vertex structs
10157 //              rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10158 //              rsurface.batchvertexmesh_vertexbuffer = NULL;
10159 //              rsurface.batchvertexmesh_bufferoffset = 0;
10160                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10161                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10162                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10163                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10164                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10165                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10166                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10167                 {
10168                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10169                         {
10170                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10171                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10172                         }
10173                 }
10174                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10175                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10176                                 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10177                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10178                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10179                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10180                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10181                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10182                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10183                 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10184                 {
10185                         for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10186                         {
10187                                 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10188                                 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10189                         }
10190                 }
10191         }
10192
10193         // upload buffer data for the dynamic batch
10194         if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10195         {
10196                 if (rsurface.batchvertexmesh)
10197                         rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10198                 else
10199                 {
10200                         if (rsurface.batchvertex3f)
10201                                 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10202                         if (rsurface.batchsvector3f)
10203                                 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10204                         if (rsurface.batchtvector3f)
10205                                 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10206                         if (rsurface.batchnormal3f)
10207                                 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10208                         if (rsurface.batchlightmapcolor4f)
10209                                 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10210                         if (rsurface.batchtexcoordtexture2f)
10211                                 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10212                         if (rsurface.batchtexcoordlightmap2f)
10213                                 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10214                         if (rsurface.batchskeletalindex4ub)
10215                                 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10216                         if (rsurface.batchskeletalweight4ub)
10217                                 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10218                 }
10219                 if (rsurface.batchelement3s)
10220                         rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10221                 else if (rsurface.batchelement3i)
10222                         rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10223         }
10224 }
10225
10226 void RSurf_DrawBatch(void)
10227 {
10228         // sometimes a zero triangle surface (usually a degenerate patch) makes it
10229         // through the pipeline, killing it earlier in the pipeline would have
10230         // per-surface overhead rather than per-batch overhead, so it's best to
10231         // reject it here, before it hits glDraw.
10232         if (rsurface.batchnumtriangles == 0)
10233                 return;
10234 #if 0
10235         // batch debugging code
10236         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10237         {
10238                 int i;
10239                 int j;
10240                 int c;
10241                 const int *e;
10242                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10243                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10244                 {
10245                         c = e[i];
10246                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10247                         {
10248                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10249                                 {
10250                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10251                                                 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);
10252                                         break;
10253                                 }
10254                         }
10255                 }
10256         }
10257 #endif
10258         if (rsurface.batchmultidraw)
10259         {
10260                 // issue multiple draws rather than copying index data
10261                 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10262                 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10263                 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10264                 for (i = 0;i < numsurfaces;)
10265                 {
10266                         // combine consecutive surfaces as one draw
10267                         for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10268                                 if (surfacelist[j] != surfacelist[k] + 1)
10269                                         break;
10270                         firstvertex = surfacelist[i]->num_firstvertex;
10271                         endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10272                         firsttriangle = surfacelist[i]->num_firsttriangle;
10273                         endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10274                         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);
10275                         i = j;
10276                 }
10277         }
10278         else
10279         {
10280                 // there is only one consecutive run of index data (may have been combined)
10281                 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);
10282         }
10283 }
10284
10285 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10286 {
10287         // pick the closest matching water plane
10288         int planeindex, vertexindex, bestplaneindex = -1;
10289         float d, bestd;
10290         vec3_t vert;
10291         const float *v;
10292         r_waterstate_waterplane_t *p;
10293         qboolean prepared = false;
10294         bestd = 0;
10295         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10296         {
10297                 if(p->camera_entity != rsurface.texture->camera_entity)
10298                         continue;
10299                 d = 0;
10300                 if(!prepared)
10301                 {
10302                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10303                         prepared = true;
10304                         if(rsurface.batchnumvertices == 0)
10305                                 break;
10306                 }
10307                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10308                 {
10309                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10310                         d += fabs(PlaneDiff(vert, &p->plane));
10311                 }
10312                 if (bestd > d || bestplaneindex < 0)
10313                 {
10314                         bestd = d;
10315                         bestplaneindex = planeindex;
10316                 }
10317         }
10318         return bestplaneindex;
10319         // NOTE: this MAY return a totally unrelated water plane; we can ignore
10320         // this situation though, as it might be better to render single larger
10321         // batches with useless stuff (backface culled for example) than to
10322         // render multiple smaller batches
10323 }
10324
10325 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10326 {
10327         int i;
10328         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10329         rsurface.passcolor4f_vertexbuffer = 0;
10330         rsurface.passcolor4f_bufferoffset = 0;
10331         for (i = 0;i < rsurface.batchnumvertices;i++)
10332                 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10333 }
10334
10335 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10336 {
10337         int i;
10338         float f;
10339         const float *v;
10340         const float *c;
10341         float *c2;
10342         if (rsurface.passcolor4f)
10343         {
10344                 // generate color arrays
10345                 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10346                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10347                 rsurface.passcolor4f_vertexbuffer = 0;
10348                 rsurface.passcolor4f_bufferoffset = 0;
10349                 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)
10350                 {
10351                         f = RSurf_FogVertex(v);
10352                         c2[0] = c[0] * f;
10353                         c2[1] = c[1] * f;
10354                         c2[2] = c[2] * f;
10355                         c2[3] = c[3];
10356                 }
10357         }
10358         else
10359         {
10360                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10361                 rsurface.passcolor4f_vertexbuffer = 0;
10362                 rsurface.passcolor4f_bufferoffset = 0;
10363                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10364                 {
10365                         f = RSurf_FogVertex(v);
10366                         c2[0] = f;
10367                         c2[1] = f;
10368                         c2[2] = f;
10369                         c2[3] = 1;
10370                 }
10371         }
10372 }
10373
10374 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10375 {
10376         int i;
10377         float f;
10378         const float *v;
10379         const float *c;
10380         float *c2;
10381         if (!rsurface.passcolor4f)
10382                 return;
10383         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10384         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10385         rsurface.passcolor4f_vertexbuffer = 0;
10386         rsurface.passcolor4f_bufferoffset = 0;
10387         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)
10388         {
10389                 f = RSurf_FogVertex(v);
10390                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10391                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10392                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10393                 c2[3] = c[3];
10394         }
10395 }
10396
10397 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10398 {
10399         int i;
10400         const float *c;
10401         float *c2;
10402         if (!rsurface.passcolor4f)
10403                 return;
10404         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10405         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10406         rsurface.passcolor4f_vertexbuffer = 0;
10407         rsurface.passcolor4f_bufferoffset = 0;
10408         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10409         {
10410                 c2[0] = c[0] * r;
10411                 c2[1] = c[1] * g;
10412                 c2[2] = c[2] * b;
10413                 c2[3] = c[3] * a;
10414         }
10415 }
10416
10417 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10418 {
10419         int i;
10420         const float *c;
10421         float *c2;
10422         if (!rsurface.passcolor4f)
10423                 return;
10424         c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10425         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10426         rsurface.passcolor4f_vertexbuffer = 0;
10427         rsurface.passcolor4f_bufferoffset = 0;
10428         for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10429         {
10430                 c2[0] = c[0] + r_refdef.scene.ambient;
10431                 c2[1] = c[1] + r_refdef.scene.ambient;
10432                 c2[2] = c[2] + r_refdef.scene.ambient;
10433                 c2[3] = c[3];
10434         }
10435 }
10436
10437 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10438 {
10439         // TODO: optimize
10440         rsurface.passcolor4f = NULL;
10441         rsurface.passcolor4f_vertexbuffer = 0;
10442         rsurface.passcolor4f_bufferoffset = 0;
10443         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10444         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10445         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10446         GL_Color(r, g, b, a);
10447         R_Mesh_TexBind(0, rsurface.lightmaptexture);
10448         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10449         R_Mesh_TexMatrix(0, NULL);
10450         RSurf_DrawBatch();
10451 }
10452
10453 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10454 {
10455         // TODO: optimize applyfog && applycolor case
10456         // just apply fog if necessary, and tint the fog color array if necessary
10457         rsurface.passcolor4f = NULL;
10458         rsurface.passcolor4f_vertexbuffer = 0;
10459         rsurface.passcolor4f_bufferoffset = 0;
10460         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10461         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10462         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10463         GL_Color(r, g, b, a);
10464         RSurf_DrawBatch();
10465 }
10466
10467 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10468 {
10469         // TODO: optimize
10470         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10471         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10472         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10473         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10474         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10475         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10476         GL_Color(r, g, b, a);
10477         RSurf_DrawBatch();
10478 }
10479
10480 static void RSurf_DrawBatch_GL11_ClampColor(void)
10481 {
10482         int i;
10483         const float *c1;
10484         float *c2;
10485         if (!rsurface.passcolor4f)
10486                 return;
10487         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10488         {
10489                 c2[0] = bound(0.0f, c1[0], 1.0f);
10490                 c2[1] = bound(0.0f, c1[1], 1.0f);
10491                 c2[2] = bound(0.0f, c1[2], 1.0f);
10492                 c2[3] = bound(0.0f, c1[3], 1.0f);
10493         }
10494 }
10495
10496 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10497 {
10498         int i;
10499         float f;
10500         const float *v;
10501         const float *n;
10502         float *c;
10503         //vec3_t eyedir;
10504
10505         // fake shading
10506         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10507         rsurface.passcolor4f_vertexbuffer = 0;
10508         rsurface.passcolor4f_bufferoffset = 0;
10509         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)
10510         {
10511                 f = -DotProduct(r_refdef.view.forward, n);
10512                 f = max(0, f);
10513                 f = f * 0.85 + 0.15; // work around so stuff won't get black
10514                 f *= r_refdef.lightmapintensity;
10515                 Vector4Set(c, f, f, f, 1);
10516         }
10517 }
10518
10519 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10520 {
10521         RSurf_DrawBatch_GL11_ApplyFakeLight();
10522         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10523         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10524         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10525         GL_Color(r, g, b, a);
10526         RSurf_DrawBatch();
10527 }
10528
10529 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10530 {
10531         int i;
10532         float f;
10533         float alpha;
10534         const float *v;
10535         const float *n;
10536         float *c;
10537         vec3_t ambientcolor;
10538         vec3_t diffusecolor;
10539         vec3_t lightdir;
10540         // TODO: optimize
10541         // model lighting
10542         VectorCopy(rsurface.modellight_lightdir, lightdir);
10543         f = 0.5f * r_refdef.lightmapintensity;
10544         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10545         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10546         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10547         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10548         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10549         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10550         alpha = *a;
10551         if (VectorLength2(diffusecolor) > 0)
10552         {
10553                 // q3-style directional shading
10554                 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10555                 rsurface.passcolor4f_vertexbuffer = 0;
10556                 rsurface.passcolor4f_bufferoffset = 0;
10557                 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)
10558                 {
10559                         if ((f = DotProduct(n, lightdir)) > 0)
10560                                 VectorMA(ambientcolor, f, diffusecolor, c);
10561                         else
10562                                 VectorCopy(ambientcolor, c);
10563                         c[3] = alpha;
10564                 }
10565                 *r = 1;
10566                 *g = 1;
10567                 *b = 1;
10568                 *a = 1;
10569                 *applycolor = false;
10570         }
10571         else
10572         {
10573                 *r = ambientcolor[0];
10574                 *g = ambientcolor[1];
10575                 *b = ambientcolor[2];
10576                 rsurface.passcolor4f = NULL;
10577                 rsurface.passcolor4f_vertexbuffer = 0;
10578                 rsurface.passcolor4f_bufferoffset = 0;
10579         }
10580 }
10581
10582 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10583 {
10584         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10585         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
10586         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10587         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10588         GL_Color(r, g, b, a);
10589         RSurf_DrawBatch();
10590 }
10591
10592 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10593 {
10594         int i;
10595         float f;
10596         const float *v;
10597         float *c;
10598
10599         // fake shading
10600         rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10601         rsurface.passcolor4f_vertexbuffer = 0;
10602         rsurface.passcolor4f_bufferoffset = 0;
10603
10604         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10605         {
10606                 f = 1 - RSurf_FogVertex(v);
10607                 c[0] = r;
10608                 c[1] = g;
10609                 c[2] = b;
10610                 c[3] = f * a;
10611         }
10612 }
10613
10614 void RSurf_SetupDepthAndCulling(void)
10615 {
10616         // submodels are biased to avoid z-fighting with world surfaces that they
10617         // may be exactly overlapping (avoids z-fighting artifacts on certain
10618         // doors and things in Quake maps)
10619         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10620         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10621         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10622         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10623 }
10624
10625 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10626 {
10627         // transparent sky would be ridiculous
10628         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10629                 return;
10630         R_SetupShader_Generic_NoTexture(false, false);
10631         skyrenderlater = true;
10632         RSurf_SetupDepthAndCulling();
10633         GL_DepthMask(true);
10634         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10635         // skymasking on them, and Quake3 never did sky masking (unlike
10636         // software Quake and software Quake2), so disable the sky masking
10637         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10638         // and skymasking also looks very bad when noclipping outside the
10639         // level, so don't use it then either.
10640         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10641         {
10642                 R_Mesh_ResetTextureState();
10643                 if (skyrendermasked)
10644                 {
10645                         R_SetupShader_DepthOrShadow(false, false, false);
10646                         // depth-only (masking)
10647                         GL_ColorMask(0,0,0,0);
10648                         // just to make sure that braindead drivers don't draw
10649                         // anything despite that colormask...
10650                         GL_BlendFunc(GL_ZERO, GL_ONE);
10651                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10652                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10653                 }
10654                 else
10655                 {
10656                         R_SetupShader_Generic_NoTexture(false, false);
10657                         // fog sky
10658                         GL_BlendFunc(GL_ONE, GL_ZERO);
10659                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10660                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10661                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10662                 }
10663                 RSurf_DrawBatch();
10664                 if (skyrendermasked)
10665                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10666         }
10667         R_Mesh_ResetTextureState();
10668         GL_Color(1, 1, 1, 1);
10669 }
10670
10671 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10672 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10673 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10674 {
10675         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10676                 return;
10677         if (prepass)
10678         {
10679                 // render screenspace normalmap to texture
10680                 GL_DepthMask(true);
10681                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10682                 RSurf_DrawBatch();
10683                 return;
10684         }
10685
10686         // bind lightmap texture
10687
10688         // water/refraction/reflection/camera surfaces have to be handled specially
10689         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10690         {
10691                 int start, end, startplaneindex;
10692                 for (start = 0;start < texturenumsurfaces;start = end)
10693                 {
10694                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10695                         if(startplaneindex < 0)
10696                         {
10697                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10698                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10699                                 end = start + 1;
10700                                 continue;
10701                         }
10702                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10703                                 ;
10704                         // now that we have a batch using the same planeindex, render it
10705                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10706                         {
10707                                 // render water or distortion background
10708                                 GL_DepthMask(true);
10709                                 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);
10710                                 RSurf_DrawBatch();
10711                                 // blend surface on top
10712                                 GL_DepthMask(false);
10713                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10714                                 RSurf_DrawBatch();
10715                         }
10716                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10717                         {
10718                                 // render surface with reflection texture as input
10719                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10720                                 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);
10721                                 RSurf_DrawBatch();
10722                         }
10723                 }
10724                 return;
10725         }
10726
10727         // render surface batch normally
10728         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10729         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);
10730         RSurf_DrawBatch();
10731 }
10732
10733 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10734 {
10735         // OpenGL 1.3 path - anything not completely ancient
10736         qboolean applycolor;
10737         qboolean applyfog;
10738         int layerindex;
10739         const texturelayer_t *layer;
10740         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);
10741         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10742
10743         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10744         {
10745                 vec4_t layercolor;
10746                 int layertexrgbscale;
10747                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10748                 {
10749                         if (layerindex == 0)
10750                                 GL_AlphaTest(true);
10751                         else
10752                         {
10753                                 GL_AlphaTest(false);
10754                                 GL_DepthFunc(GL_EQUAL);
10755                         }
10756                 }
10757                 GL_DepthMask(layer->depthmask && writedepth);
10758                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10759                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10760                 {
10761                         layertexrgbscale = 4;
10762                         VectorScale(layer->color, 0.25f, layercolor);
10763                 }
10764                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10765                 {
10766                         layertexrgbscale = 2;
10767                         VectorScale(layer->color, 0.5f, layercolor);
10768                 }
10769                 else
10770                 {
10771                         layertexrgbscale = 1;
10772                         VectorScale(layer->color, 1.0f, layercolor);
10773                 }
10774                 layercolor[3] = layer->color[3];
10775                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10776                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10777                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10778                 switch (layer->type)
10779                 {
10780                 case TEXTURELAYERTYPE_LITTEXTURE:
10781                         // single-pass lightmapped texture with 2x rgbscale
10782                         R_Mesh_TexBind(0, r_texture_white);
10783                         R_Mesh_TexMatrix(0, NULL);
10784                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10785                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10786                         R_Mesh_TexBind(1, layer->texture);
10787                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10788                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10789                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10790                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10791                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10792                         else if (FAKELIGHT_ENABLED)
10793                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10794                         else if (rsurface.uselightmaptexture)
10795                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10796                         else
10797                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10798                         break;
10799                 case TEXTURELAYERTYPE_TEXTURE:
10800                         // singletexture unlit texture with transparency support
10801                         R_Mesh_TexBind(0, layer->texture);
10802                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10803                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10804                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10805                         R_Mesh_TexBind(1, 0);
10806                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10807                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10808                         break;
10809                 case TEXTURELAYERTYPE_FOG:
10810                         // singletexture fogging
10811                         if (layer->texture)
10812                         {
10813                                 R_Mesh_TexBind(0, layer->texture);
10814                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10815                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10816                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10817                         }
10818                         else
10819                         {
10820                                 R_Mesh_TexBind(0, 0);
10821                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10822                         }
10823                         R_Mesh_TexBind(1, 0);
10824                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10825                         // generate a color array for the fog pass
10826                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10827                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10828                         RSurf_DrawBatch();
10829                         break;
10830                 default:
10831                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10832                 }
10833         }
10834         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10835         {
10836                 GL_DepthFunc(GL_LEQUAL);
10837                 GL_AlphaTest(false);
10838         }
10839 }
10840
10841 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10842 {
10843         // OpenGL 1.1 - crusty old voodoo path
10844         qboolean applyfog;
10845         int layerindex;
10846         const texturelayer_t *layer;
10847         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);
10848         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10849
10850         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10851         {
10852                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10853                 {
10854                         if (layerindex == 0)
10855                                 GL_AlphaTest(true);
10856                         else
10857                         {
10858                                 GL_AlphaTest(false);
10859                                 GL_DepthFunc(GL_EQUAL);
10860                         }
10861                 }
10862                 GL_DepthMask(layer->depthmask && writedepth);
10863                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10864                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10865                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10866                 switch (layer->type)
10867                 {
10868                 case TEXTURELAYERTYPE_LITTEXTURE:
10869                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10870                         {
10871                                 // two-pass lit texture with 2x rgbscale
10872                                 // first the lightmap pass
10873                                 R_Mesh_TexBind(0, r_texture_white);
10874                                 R_Mesh_TexMatrix(0, NULL);
10875                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10876                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10877                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10878                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10879                                 else if (FAKELIGHT_ENABLED)
10880                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10881                                 else if (rsurface.uselightmaptexture)
10882                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10883                                 else
10884                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10885                                 // then apply the texture to it
10886                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10887                                 R_Mesh_TexBind(0, layer->texture);
10888                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10889                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10890                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10891                                 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);
10892                         }
10893                         else
10894                         {
10895                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10896                                 R_Mesh_TexBind(0, layer->texture);
10897                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10898                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10899                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10900                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10901                                         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);
10902                                 else if (FAKELIGHT_ENABLED)
10903                                         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);
10904                                 else
10905                                         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);
10906                         }
10907                         break;
10908                 case TEXTURELAYERTYPE_TEXTURE:
10909                         // singletexture unlit texture with transparency support
10910                         R_Mesh_TexBind(0, layer->texture);
10911                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10912                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10913                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10914                         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);
10915                         break;
10916                 case TEXTURELAYERTYPE_FOG:
10917                         // singletexture fogging
10918                         if (layer->texture)
10919                         {
10920                                 R_Mesh_TexBind(0, layer->texture);
10921                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10922                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10923                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10924                         }
10925                         else
10926                         {
10927                                 R_Mesh_TexBind(0, 0);
10928                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10929                         }
10930                         // generate a color array for the fog pass
10931                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10932                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10933                         RSurf_DrawBatch();
10934                         break;
10935                 default:
10936                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10937                 }
10938         }
10939         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10940         {
10941                 GL_DepthFunc(GL_LEQUAL);
10942                 GL_AlphaTest(false);
10943         }
10944 }
10945
10946 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10947 {
10948         int vi;
10949         int j;
10950         r_vertexgeneric_t *batchvertex;
10951         float c[4];
10952
10953 //      R_Mesh_ResetTextureState();
10954         R_SetupShader_Generic_NoTexture(false, false);
10955
10956         if(rsurface.texture && rsurface.texture->currentskinframe)
10957         {
10958                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10959                 c[3] *= rsurface.texture->currentalpha;
10960         }
10961         else
10962         {
10963                 c[0] = 1;
10964                 c[1] = 0;
10965                 c[2] = 1;
10966                 c[3] = 1;
10967         }
10968
10969         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10970         {
10971                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10972                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10973                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10974         }
10975
10976         // brighten it up (as texture value 127 means "unlit")
10977         c[0] *= 2 * r_refdef.view.colorscale;
10978         c[1] *= 2 * r_refdef.view.colorscale;
10979         c[2] *= 2 * r_refdef.view.colorscale;
10980
10981         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10982                 c[3] *= r_wateralpha.value;
10983
10984         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10985         {
10986                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10987                 GL_DepthMask(false);
10988         }
10989         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10990         {
10991                 GL_BlendFunc(GL_ONE, GL_ONE);
10992                 GL_DepthMask(false);
10993         }
10994         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10995         {
10996                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10997                 GL_DepthMask(false);
10998         }
10999         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11000         {
11001                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11002                 GL_DepthMask(false);
11003         }
11004         else
11005         {
11006                 GL_BlendFunc(GL_ONE, GL_ZERO);
11007                 GL_DepthMask(writedepth);
11008         }
11009
11010         if (r_showsurfaces.integer == 3)
11011         {
11012                 rsurface.passcolor4f = NULL;
11013
11014                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11015                 {
11016                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11017
11018                         rsurface.passcolor4f = NULL;
11019                         rsurface.passcolor4f_vertexbuffer = 0;
11020                         rsurface.passcolor4f_bufferoffset = 0;
11021                 }
11022                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11023                 {
11024                         qboolean applycolor = true;
11025                         float one = 1.0;
11026
11027                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11028
11029                         r_refdef.lightmapintensity = 1;
11030                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11031                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11032                 }
11033                 else if (FAKELIGHT_ENABLED)
11034                 {
11035                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11036
11037                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
11038                         RSurf_DrawBatch_GL11_ApplyFakeLight();
11039                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11040                 }
11041                 else
11042                 {
11043                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11044
11045                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11046                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11047                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11048                 }
11049
11050                 if(!rsurface.passcolor4f)
11051                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11052
11053                 RSurf_DrawBatch_GL11_ApplyAmbient();
11054                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11055                 if(r_refdef.fogenabled)
11056                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11057                 RSurf_DrawBatch_GL11_ClampColor();
11058
11059                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11060                 R_SetupShader_Generic_NoTexture(false, false);
11061                 RSurf_DrawBatch();
11062         }
11063         else if (!r_refdef.view.showdebug)
11064         {
11065                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11066                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11067                 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11068                 {
11069                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11070                         Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11071                 }
11072                 R_Mesh_PrepareVertices_Generic_Unlock();
11073                 RSurf_DrawBatch();
11074         }
11075         else if (r_showsurfaces.integer == 4)
11076         {
11077                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11078                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11079                 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11080                 {
11081                         unsigned char c = (vi << 3) * (1.0f / 256.0f);
11082                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11083                         Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
11084                 }
11085                 R_Mesh_PrepareVertices_Generic_Unlock();
11086                 RSurf_DrawBatch();
11087         }
11088         else if (r_showsurfaces.integer == 2)
11089         {
11090                 const int *e;
11091                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11092                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11093                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11094                 {
11095                         unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11096                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11097                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11098                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11099                         Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
11100                         Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
11101                         Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
11102                 }
11103                 R_Mesh_PrepareVertices_Generic_Unlock();
11104                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11105         }
11106         else
11107         {
11108                 int texturesurfaceindex;
11109                 int k;
11110                 const msurface_t *surface;
11111                 float surfacecolor4f[4];
11112                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11113                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11114                 vi = 0;
11115                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11116                 {
11117                         surface = texturesurfacelist[texturesurfaceindex];
11118                         k = (int)(((size_t)surface) / sizeof(msurface_t));
11119                         Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11120                         for (j = 0;j < surface->num_vertices;j++)
11121                         {
11122                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11123                                 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11124                                 vi++;
11125                         }
11126                 }
11127                 R_Mesh_PrepareVertices_Generic_Unlock();
11128                 RSurf_DrawBatch();
11129         }
11130 }
11131
11132 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11133 {
11134         CHECKGLERROR
11135         RSurf_SetupDepthAndCulling();
11136         if (r_showsurfaces.integer)
11137         {
11138                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11139                 return;
11140         }
11141         switch (vid.renderpath)
11142         {
11143         case RENDERPATH_GL20:
11144         case RENDERPATH_D3D9:
11145         case RENDERPATH_D3D10:
11146         case RENDERPATH_D3D11:
11147         case RENDERPATH_SOFT:
11148         case RENDERPATH_GLES2:
11149                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11150                 break;
11151         case RENDERPATH_GL13:
11152         case RENDERPATH_GLES1:
11153                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11154                 break;
11155         case RENDERPATH_GL11:
11156                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11157                 break;
11158         }
11159         CHECKGLERROR
11160 }
11161
11162 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11163 {
11164         CHECKGLERROR
11165         RSurf_SetupDepthAndCulling();
11166         if (r_showsurfaces.integer)
11167         {
11168                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11169                 return;
11170         }
11171         switch (vid.renderpath)
11172         {
11173         case RENDERPATH_GL20:
11174         case RENDERPATH_D3D9:
11175         case RENDERPATH_D3D10:
11176         case RENDERPATH_D3D11:
11177         case RENDERPATH_SOFT:
11178         case RENDERPATH_GLES2:
11179                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11180                 break;
11181         case RENDERPATH_GL13:
11182         case RENDERPATH_GLES1:
11183                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11184                 break;
11185         case RENDERPATH_GL11:
11186                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11187                 break;
11188         }
11189         CHECKGLERROR
11190 }
11191
11192 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11193 {
11194         int i, j;
11195         int texturenumsurfaces, endsurface;
11196         texture_t *texture;
11197         const msurface_t *surface;
11198         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11199
11200         // if the model is static it doesn't matter what value we give for
11201         // wantnormals and wanttangents, so this logic uses only rules applicable
11202         // to a model, knowing that they are meaningless otherwise
11203         if (ent == r_refdef.scene.worldentity)
11204                 RSurf_ActiveWorldEntity();
11205         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11206                 RSurf_ActiveModelEntity(ent, false, false, false);
11207         else
11208         {
11209                 switch (vid.renderpath)
11210                 {
11211                 case RENDERPATH_GL20:
11212                 case RENDERPATH_D3D9:
11213                 case RENDERPATH_D3D10:
11214                 case RENDERPATH_D3D11:
11215                 case RENDERPATH_SOFT:
11216                 case RENDERPATH_GLES2:
11217                         RSurf_ActiveModelEntity(ent, true, true, false);
11218                         break;
11219                 case RENDERPATH_GL11:
11220                 case RENDERPATH_GL13:
11221                 case RENDERPATH_GLES1:
11222                         RSurf_ActiveModelEntity(ent, true, false, false);
11223                         break;
11224                 }
11225         }
11226
11227         if (r_transparentdepthmasking.integer)
11228         {
11229                 qboolean setup = false;
11230                 for (i = 0;i < numsurfaces;i = j)
11231                 {
11232                         j = i + 1;
11233                         surface = rsurface.modelsurfaces + surfacelist[i];
11234                         texture = surface->texture;
11235                         rsurface.texture = R_GetCurrentTexture(texture);
11236                         rsurface.lightmaptexture = NULL;
11237                         rsurface.deluxemaptexture = NULL;
11238                         rsurface.uselightmaptexture = false;
11239                         // scan ahead until we find a different texture
11240                         endsurface = min(i + 1024, numsurfaces);
11241                         texturenumsurfaces = 0;
11242                         texturesurfacelist[texturenumsurfaces++] = surface;
11243                         for (;j < endsurface;j++)
11244                         {
11245                                 surface = rsurface.modelsurfaces + surfacelist[j];
11246                                 if (texture != surface->texture)
11247                                         break;
11248                                 texturesurfacelist[texturenumsurfaces++] = surface;
11249                         }
11250                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11251                                 continue;
11252                         // render the range of surfaces as depth
11253                         if (!setup)
11254                         {
11255                                 setup = true;
11256                                 GL_ColorMask(0,0,0,0);
11257                                 GL_Color(1,1,1,1);
11258                                 GL_DepthTest(true);
11259                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11260                                 GL_DepthMask(true);
11261 //                              R_Mesh_ResetTextureState();
11262                         }
11263                         RSurf_SetupDepthAndCulling();
11264                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11265                         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11266                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11267                         RSurf_DrawBatch();
11268                 }
11269                 if (setup)
11270                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11271         }
11272
11273         for (i = 0;i < numsurfaces;i = j)
11274         {
11275                 j = i + 1;
11276                 surface = rsurface.modelsurfaces + surfacelist[i];
11277                 texture = surface->texture;
11278                 rsurface.texture = R_GetCurrentTexture(texture);
11279                 // scan ahead until we find a different texture
11280                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11281                 texturenumsurfaces = 0;
11282                 texturesurfacelist[texturenumsurfaces++] = surface;
11283                 if(FAKELIGHT_ENABLED)
11284                 {
11285                         rsurface.lightmaptexture = NULL;
11286                         rsurface.deluxemaptexture = NULL;
11287                         rsurface.uselightmaptexture = false;
11288                         for (;j < endsurface;j++)
11289                         {
11290                                 surface = rsurface.modelsurfaces + surfacelist[j];
11291                                 if (texture != surface->texture)
11292                                         break;
11293                                 texturesurfacelist[texturenumsurfaces++] = surface;
11294                         }
11295                 }
11296                 else
11297                 {
11298                         rsurface.lightmaptexture = surface->lightmaptexture;
11299                         rsurface.deluxemaptexture = surface->deluxemaptexture;
11300                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11301                         for (;j < endsurface;j++)
11302                         {
11303                                 surface = rsurface.modelsurfaces + surfacelist[j];
11304                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11305                                         break;
11306                                 texturesurfacelist[texturenumsurfaces++] = surface;
11307                         }
11308                 }
11309                 // render the range of surfaces
11310                 if (ent == r_refdef.scene.worldentity)
11311                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11312                 else
11313                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11314         }
11315         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11316 }
11317
11318 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11319 {
11320         // transparent surfaces get pushed off into the transparent queue
11321         int surfacelistindex;
11322         const msurface_t *surface;
11323         vec3_t tempcenter, center;
11324         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11325         {
11326                 surface = texturesurfacelist[surfacelistindex];
11327                 if (r_transparent_sortsurfacesbynearest.integer)
11328                 {
11329                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11330                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11331                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11332                 }
11333                 else
11334                 {
11335                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11336                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11337                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11338                 }
11339                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11340                 if (rsurface.entity->transparent_offset) // transparent offset
11341                 {
11342                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11343                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11344                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11345                 }
11346                 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);
11347         }
11348 }
11349
11350 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11351 {
11352         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11353                 return;
11354         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11355                 return;
11356         RSurf_SetupDepthAndCulling();
11357         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11358         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11359         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11360         RSurf_DrawBatch();
11361 }
11362
11363 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11364 {
11365         CHECKGLERROR
11366         if (depthonly)
11367                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11368         else if (prepass)
11369         {
11370                 if (!rsurface.texture->currentnumlayers)
11371                         return;
11372                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11373                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11374                 else
11375                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11376         }
11377         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11378                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11379         else if (!rsurface.texture->currentnumlayers)
11380                 return;
11381         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11382         {
11383                 // in the deferred case, transparent surfaces were queued during prepass
11384                 if (!r_shadow_usingdeferredprepass)
11385                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11386         }
11387         else
11388         {
11389                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11390                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11391         }
11392         CHECKGLERROR
11393 }
11394
11395 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11396 {
11397         int i, j;
11398         texture_t *texture;
11399         R_FrameData_SetMark();
11400         // break the surface list down into batches by texture and use of lightmapping
11401         for (i = 0;i < numsurfaces;i = j)
11402         {
11403                 j = i + 1;
11404                 // texture is the base texture pointer, rsurface.texture is the
11405                 // current frame/skin the texture is directing us to use (for example
11406                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11407                 // use skin 1 instead)
11408                 texture = surfacelist[i]->texture;
11409                 rsurface.texture = R_GetCurrentTexture(texture);
11410                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11411                 {
11412                         // if this texture is not the kind we want, skip ahead to the next one
11413                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11414                                 ;
11415                         continue;
11416                 }
11417                 if(FAKELIGHT_ENABLED || depthonly || prepass)
11418                 {
11419                         rsurface.lightmaptexture = NULL;
11420                         rsurface.deluxemaptexture = NULL;
11421                         rsurface.uselightmaptexture = false;
11422                         // simply scan ahead until we find a different texture or lightmap state
11423                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11424                                 ;
11425                 }
11426                 else
11427                 {
11428                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11429                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11430                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11431                         // simply scan ahead until we find a different texture or lightmap state
11432                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11433                                 ;
11434                 }
11435                 // render the range of surfaces
11436                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11437         }
11438         R_FrameData_ReturnToMark();
11439 }
11440
11441 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11442 {
11443         CHECKGLERROR
11444         if (depthonly)
11445                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11446         else if (prepass)
11447         {
11448                 if (!rsurface.texture->currentnumlayers)
11449                         return;
11450                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11451                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11452                 else
11453                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11454         }
11455         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11456                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11457         else if (!rsurface.texture->currentnumlayers)
11458                 return;
11459         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11460         {
11461                 // in the deferred case, transparent surfaces were queued during prepass
11462                 if (!r_shadow_usingdeferredprepass)
11463                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11464         }
11465         else
11466         {
11467                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11468                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11469         }
11470         CHECKGLERROR
11471 }
11472
11473 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11474 {
11475         int i, j;
11476         texture_t *texture;
11477         R_FrameData_SetMark();
11478         // break the surface list down into batches by texture and use of lightmapping
11479         for (i = 0;i < numsurfaces;i = j)
11480         {
11481                 j = i + 1;
11482                 // texture is the base texture pointer, rsurface.texture is the
11483                 // current frame/skin the texture is directing us to use (for example
11484                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11485                 // use skin 1 instead)
11486                 texture = surfacelist[i]->texture;
11487                 rsurface.texture = R_GetCurrentTexture(texture);
11488                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11489                 {
11490                         // if this texture is not the kind we want, skip ahead to the next one
11491                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11492                                 ;
11493                         continue;
11494                 }
11495                 if(FAKELIGHT_ENABLED || depthonly || prepass)
11496                 {
11497                         rsurface.lightmaptexture = NULL;
11498                         rsurface.deluxemaptexture = NULL;
11499                         rsurface.uselightmaptexture = false;
11500                         // simply scan ahead until we find a different texture or lightmap state
11501                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11502                                 ;
11503                 }
11504                 else
11505                 {
11506                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11507                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11508                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11509                         // simply scan ahead until we find a different texture or lightmap state
11510                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11511                                 ;
11512                 }
11513                 // render the range of surfaces
11514                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11515         }
11516         R_FrameData_ReturnToMark();
11517 }
11518
11519 float locboxvertex3f[6*4*3] =
11520 {
11521         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11522         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11523         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11524         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11525         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11526         1,0,0, 0,0,0, 0,1,0, 1,1,0
11527 };
11528
11529 unsigned short locboxelements[6*2*3] =
11530 {
11531          0, 1, 2, 0, 2, 3,
11532          4, 5, 6, 4, 6, 7,
11533          8, 9,10, 8,10,11,
11534         12,13,14, 12,14,15,
11535         16,17,18, 16,18,19,
11536         20,21,22, 20,22,23
11537 };
11538
11539 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11540 {
11541         int i, j;
11542         cl_locnode_t *loc = (cl_locnode_t *)ent;
11543         vec3_t mins, size;
11544         float vertex3f[6*4*3];
11545         CHECKGLERROR
11546         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11547         GL_DepthMask(false);
11548         GL_DepthRange(0, 1);
11549         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11550         GL_DepthTest(true);
11551         GL_CullFace(GL_NONE);
11552         R_EntityMatrix(&identitymatrix);
11553
11554 //      R_Mesh_ResetTextureState();
11555
11556         i = surfacelist[0];
11557         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11558                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11559                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11560                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11561
11562         if (VectorCompare(loc->mins, loc->maxs))
11563         {
11564                 VectorSet(size, 2, 2, 2);
11565                 VectorMA(loc->mins, -0.5f, size, mins);
11566         }
11567         else
11568         {
11569                 VectorCopy(loc->mins, mins);
11570                 VectorSubtract(loc->maxs, loc->mins, size);
11571         }
11572
11573         for (i = 0;i < 6*4*3;)
11574                 for (j = 0;j < 3;j++, i++)
11575                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11576
11577         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11578         R_SetupShader_Generic_NoTexture(false, false);
11579         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11580 }
11581
11582 void R_DrawLocs(void)
11583 {
11584         int index;
11585         cl_locnode_t *loc, *nearestloc;
11586         vec3_t center;
11587         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11588         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11589         {
11590                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11591                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11592         }
11593 }
11594
11595 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11596 {
11597         if (decalsystem->decals)
11598                 Mem_Free(decalsystem->decals);
11599         memset(decalsystem, 0, sizeof(*decalsystem));
11600 }
11601
11602 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)
11603 {
11604         tridecal_t *decal;
11605         tridecal_t *decals;
11606         int i;
11607
11608         // expand or initialize the system
11609         if (decalsystem->maxdecals <= decalsystem->numdecals)
11610         {
11611                 decalsystem_t old = *decalsystem;
11612                 qboolean useshortelements;
11613                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11614                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11615                 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)));
11616                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11617                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11618                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11619                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11620                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11621                 if (decalsystem->numdecals)
11622                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11623                 if (old.decals)
11624                         Mem_Free(old.decals);
11625                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11626                         decalsystem->element3i[i] = i;
11627                 if (useshortelements)
11628                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11629                                 decalsystem->element3s[i] = i;
11630         }
11631
11632         // grab a decal and search for another free slot for the next one
11633         decals = decalsystem->decals;
11634         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11635         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11636                 ;
11637         decalsystem->freedecal = i;
11638         if (decalsystem->numdecals <= i)
11639                 decalsystem->numdecals = i + 1;
11640
11641         // initialize the decal
11642         decal->lived = 0;
11643         decal->triangleindex = triangleindex;
11644         decal->surfaceindex = surfaceindex;
11645         decal->decalsequence = decalsequence;
11646         decal->color4f[0][0] = c0[0];
11647         decal->color4f[0][1] = c0[1];
11648         decal->color4f[0][2] = c0[2];
11649         decal->color4f[0][3] = 1;
11650         decal->color4f[1][0] = c1[0];
11651         decal->color4f[1][1] = c1[1];
11652         decal->color4f[1][2] = c1[2];
11653         decal->color4f[1][3] = 1;
11654         decal->color4f[2][0] = c2[0];
11655         decal->color4f[2][1] = c2[1];
11656         decal->color4f[2][2] = c2[2];
11657         decal->color4f[2][3] = 1;
11658         decal->vertex3f[0][0] = v0[0];
11659         decal->vertex3f[0][1] = v0[1];
11660         decal->vertex3f[0][2] = v0[2];
11661         decal->vertex3f[1][0] = v1[0];
11662         decal->vertex3f[1][1] = v1[1];
11663         decal->vertex3f[1][2] = v1[2];
11664         decal->vertex3f[2][0] = v2[0];
11665         decal->vertex3f[2][1] = v2[1];
11666         decal->vertex3f[2][2] = v2[2];
11667         decal->texcoord2f[0][0] = t0[0];
11668         decal->texcoord2f[0][1] = t0[1];
11669         decal->texcoord2f[1][0] = t1[0];
11670         decal->texcoord2f[1][1] = t1[1];
11671         decal->texcoord2f[2][0] = t2[0];
11672         decal->texcoord2f[2][1] = t2[1];
11673         TriangleNormal(v0, v1, v2, decal->plane);
11674         VectorNormalize(decal->plane);
11675         decal->plane[3] = DotProduct(v0, decal->plane);
11676 }
11677
11678 extern cvar_t cl_decals_bias;
11679 extern cvar_t cl_decals_models;
11680 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11681 // baseparms, parms, temps
11682 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)
11683 {
11684         int cornerindex;
11685         int index;
11686         float v[9][3];
11687         const float *vertex3f;
11688         const float *normal3f;
11689         int numpoints;
11690         float points[2][9][3];
11691         float temp[3];
11692         float tc[9][2];
11693         float f;
11694         float c[9][4];
11695         const int *e;
11696
11697         e = rsurface.modelelement3i + 3*triangleindex;
11698
11699         vertex3f = rsurface.modelvertex3f;
11700         normal3f = rsurface.modelnormal3f;
11701
11702         if (normal3f)
11703         {
11704                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11705                 {
11706                         index = 3*e[cornerindex];
11707                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11708                 }
11709         }
11710         else
11711         {
11712                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11713                 {
11714                         index = 3*e[cornerindex];
11715                         VectorCopy(vertex3f + index, v[cornerindex]);
11716                 }
11717         }
11718
11719         // cull backfaces
11720         //TriangleNormal(v[0], v[1], v[2], normal);
11721         //if (DotProduct(normal, localnormal) < 0.0f)
11722         //      continue;
11723         // clip by each of the box planes formed from the projection matrix
11724         // if anything survives, we emit the decal
11725         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]);
11726         if (numpoints < 3)
11727                 return;
11728         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]);
11729         if (numpoints < 3)
11730                 return;
11731         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]);
11732         if (numpoints < 3)
11733                 return;
11734         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]);
11735         if (numpoints < 3)
11736                 return;
11737         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]);
11738         if (numpoints < 3)
11739                 return;
11740         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]);
11741         if (numpoints < 3)
11742                 return;
11743         // some part of the triangle survived, so we have to accept it...
11744         if (dynamic)
11745         {
11746                 // dynamic always uses the original triangle
11747                 numpoints = 3;
11748                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11749                 {
11750                         index = 3*e[cornerindex];
11751                         VectorCopy(vertex3f + index, v[cornerindex]);
11752                 }
11753         }
11754         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11755         {
11756                 // convert vertex positions to texcoords
11757                 Matrix4x4_Transform(projection, v[cornerindex], temp);
11758                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11759                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11760                 // calculate distance fade from the projection origin
11761                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11762                 f = bound(0.0f, f, 1.0f);
11763                 c[cornerindex][0] = r * f;
11764                 c[cornerindex][1] = g * f;
11765                 c[cornerindex][2] = b * f;
11766                 c[cornerindex][3] = 1.0f;
11767                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11768         }
11769         if (dynamic)
11770                 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);
11771         else
11772                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11773                         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);
11774 }
11775 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)
11776 {
11777         matrix4x4_t projection;
11778         decalsystem_t *decalsystem;
11779         qboolean dynamic;
11780         dp_model_t *model;
11781         const msurface_t *surface;
11782         const msurface_t *surfaces;
11783         const int *surfacelist;
11784         const texture_t *texture;
11785         int numtriangles;
11786         int numsurfacelist;
11787         int surfacelistindex;
11788         int surfaceindex;
11789         int triangleindex;
11790         float localorigin[3];
11791         float localnormal[3];
11792         float localmins[3];
11793         float localmaxs[3];
11794         float localsize;
11795         //float normal[3];
11796         float planes[6][4];
11797         float angles[3];
11798         bih_t *bih;
11799         int bih_triangles_count;
11800         int bih_triangles[256];
11801         int bih_surfaces[256];
11802
11803         decalsystem = &ent->decalsystem;
11804         model = ent->model;
11805         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11806         {
11807                 R_DecalSystem_Reset(&ent->decalsystem);
11808                 return;
11809         }
11810
11811         if (!model->brush.data_leafs && !cl_decals_models.integer)
11812         {
11813                 if (decalsystem->model)
11814                         R_DecalSystem_Reset(decalsystem);
11815                 return;
11816         }
11817
11818         if (decalsystem->model != model)
11819                 R_DecalSystem_Reset(decalsystem);
11820         decalsystem->model = model;
11821
11822         RSurf_ActiveModelEntity(ent, true, false, false);
11823
11824         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11825         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11826         VectorNormalize(localnormal);
11827         localsize = worldsize*rsurface.inversematrixscale;
11828         localmins[0] = localorigin[0] - localsize;
11829         localmins[1] = localorigin[1] - localsize;
11830         localmins[2] = localorigin[2] - localsize;
11831         localmaxs[0] = localorigin[0] + localsize;
11832         localmaxs[1] = localorigin[1] + localsize;
11833         localmaxs[2] = localorigin[2] + localsize;
11834
11835         //VectorCopy(localnormal, planes[4]);
11836         //VectorVectors(planes[4], planes[2], planes[0]);
11837         AnglesFromVectors(angles, localnormal, NULL, false);
11838         AngleVectors(angles, planes[0], planes[2], planes[4]);
11839         VectorNegate(planes[0], planes[1]);
11840         VectorNegate(planes[2], planes[3]);
11841         VectorNegate(planes[4], planes[5]);
11842         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11843         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11844         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11845         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11846         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11847         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11848
11849 #if 1
11850 // works
11851 {
11852         matrix4x4_t forwardprojection;
11853         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11854         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11855 }
11856 #else
11857 // broken
11858 {
11859         float projectionvector[4][3];
11860         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11861         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11862         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11863         projectionvector[0][0] = planes[0][0] * ilocalsize;
11864         projectionvector[0][1] = planes[1][0] * ilocalsize;
11865         projectionvector[0][2] = planes[2][0] * ilocalsize;
11866         projectionvector[1][0] = planes[0][1] * ilocalsize;
11867         projectionvector[1][1] = planes[1][1] * ilocalsize;
11868         projectionvector[1][2] = planes[2][1] * ilocalsize;
11869         projectionvector[2][0] = planes[0][2] * ilocalsize;
11870         projectionvector[2][1] = planes[1][2] * ilocalsize;
11871         projectionvector[2][2] = planes[2][2] * ilocalsize;
11872         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11873         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11874         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11875         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11876 }
11877 #endif
11878
11879         dynamic = model->surfmesh.isanimated;
11880         numsurfacelist = model->nummodelsurfaces;
11881         surfacelist = model->sortedmodelsurfaces;
11882         surfaces = model->data_surfaces;
11883
11884         bih = NULL;
11885         bih_triangles_count = -1;
11886         if(!dynamic)
11887         {
11888                 if(model->render_bih.numleafs)
11889                         bih = &model->render_bih;
11890                 else if(model->collision_bih.numleafs)
11891                         bih = &model->collision_bih;
11892         }
11893         if(bih)
11894                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11895         if(bih_triangles_count == 0)
11896                 return;
11897         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11898                 return;
11899         if(bih_triangles_count > 0)
11900         {
11901                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11902                 {
11903                         surfaceindex = bih_surfaces[triangleindex];
11904                         surface = surfaces + surfaceindex;
11905                         texture = surface->texture;
11906                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11907                                 continue;
11908                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11909                                 continue;
11910                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11911                 }
11912         }
11913         else
11914         {
11915                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11916                 {
11917                         surfaceindex = surfacelist[surfacelistindex];
11918                         surface = surfaces + surfaceindex;
11919                         // check cull box first because it rejects more than any other check
11920                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11921                                 continue;
11922                         // skip transparent surfaces
11923                         texture = surface->texture;
11924                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11925                                 continue;
11926                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11927                                 continue;
11928                         numtriangles = surface->num_triangles;
11929                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11930                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11931                 }
11932         }
11933 }
11934
11935 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11936 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)
11937 {
11938         int renderentityindex;
11939         float worldmins[3];
11940         float worldmaxs[3];
11941         entity_render_t *ent;
11942
11943         if (!cl_decals_newsystem.integer)
11944                 return;
11945
11946         worldmins[0] = worldorigin[0] - worldsize;
11947         worldmins[1] = worldorigin[1] - worldsize;
11948         worldmins[2] = worldorigin[2] - worldsize;
11949         worldmaxs[0] = worldorigin[0] + worldsize;
11950         worldmaxs[1] = worldorigin[1] + worldsize;
11951         worldmaxs[2] = worldorigin[2] + worldsize;
11952
11953         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11954
11955         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11956         {
11957                 ent = r_refdef.scene.entities[renderentityindex];
11958                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11959                         continue;
11960
11961                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11962         }
11963 }
11964
11965 typedef struct r_decalsystem_splatqueue_s
11966 {
11967         vec3_t worldorigin;
11968         vec3_t worldnormal;
11969         float color[4];
11970         float tcrange[4];
11971         float worldsize;
11972         int decalsequence;
11973 }
11974 r_decalsystem_splatqueue_t;
11975
11976 int r_decalsystem_numqueued = 0;
11977 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11978
11979 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)
11980 {
11981         r_decalsystem_splatqueue_t *queue;
11982
11983         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11984                 return;
11985
11986         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11987         VectorCopy(worldorigin, queue->worldorigin);
11988         VectorCopy(worldnormal, queue->worldnormal);
11989         Vector4Set(queue->color, r, g, b, a);
11990         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11991         queue->worldsize = worldsize;
11992         queue->decalsequence = cl.decalsequence++;
11993 }
11994
11995 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11996 {
11997         int i;
11998         r_decalsystem_splatqueue_t *queue;
11999
12000         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12001                 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);
12002         r_decalsystem_numqueued = 0;
12003 }
12004
12005 extern cvar_t cl_decals_max;
12006 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12007 {
12008         int i;
12009         decalsystem_t *decalsystem = &ent->decalsystem;
12010         int numdecals;
12011         int killsequence;
12012         tridecal_t *decal;
12013         float frametime;
12014         float lifetime;
12015
12016         if (!decalsystem->numdecals)
12017                 return;
12018
12019         if (r_showsurfaces.integer)
12020                 return;
12021
12022         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12023         {
12024                 R_DecalSystem_Reset(decalsystem);
12025                 return;
12026         }
12027
12028         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12029         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12030
12031         if (decalsystem->lastupdatetime)
12032                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12033         else
12034                 frametime = 0;
12035         decalsystem->lastupdatetime = r_refdef.scene.time;
12036         numdecals = decalsystem->numdecals;
12037
12038         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12039         {
12040                 if (decal->color4f[0][3])
12041                 {
12042                         decal->lived += frametime;
12043                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12044                         {
12045                                 memset(decal, 0, sizeof(*decal));
12046                                 if (decalsystem->freedecal > i)
12047                                         decalsystem->freedecal = i;
12048                         }
12049                 }
12050         }
12051         decal = decalsystem->decals;
12052         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12053                 numdecals--;
12054
12055         // collapse the array by shuffling the tail decals into the gaps
12056         for (;;)
12057         {
12058                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12059                         decalsystem->freedecal++;
12060                 if (decalsystem->freedecal == numdecals)
12061                         break;
12062                 decal[decalsystem->freedecal] = decal[--numdecals];
12063         }
12064
12065         decalsystem->numdecals = numdecals;
12066
12067         if (numdecals <= 0)
12068         {
12069                 // if there are no decals left, reset decalsystem
12070                 R_DecalSystem_Reset(decalsystem);
12071         }
12072 }
12073
12074 extern skinframe_t *decalskinframe;
12075 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12076 {
12077         int i;
12078         decalsystem_t *decalsystem = &ent->decalsystem;
12079         int numdecals;
12080         tridecal_t *decal;
12081         float faderate;
12082         float alpha;
12083         float *v3f;
12084         float *c4f;
12085         float *t2f;
12086         const int *e;
12087         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12088         int numtris = 0;
12089
12090         numdecals = decalsystem->numdecals;
12091         if (!numdecals)
12092                 return;
12093
12094         if (r_showsurfaces.integer)
12095                 return;
12096
12097         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12098         {
12099                 R_DecalSystem_Reset(decalsystem);
12100                 return;
12101         }
12102
12103         // if the model is static it doesn't matter what value we give for
12104         // wantnormals and wanttangents, so this logic uses only rules applicable
12105         // to a model, knowing that they are meaningless otherwise
12106         if (ent == r_refdef.scene.worldentity)
12107                 RSurf_ActiveWorldEntity();
12108         else
12109                 RSurf_ActiveModelEntity(ent, false, false, false);
12110
12111         decalsystem->lastupdatetime = r_refdef.scene.time;
12112
12113         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12114
12115         // update vertex positions for animated models
12116         v3f = decalsystem->vertex3f;
12117         c4f = decalsystem->color4f;
12118         t2f = decalsystem->texcoord2f;
12119         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12120         {
12121                 if (!decal->color4f[0][3])
12122                         continue;
12123
12124                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12125                         continue;
12126
12127                 // skip backfaces
12128                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12129                         continue;
12130
12131                 // update color values for fading decals
12132                 if (decal->lived >= cl_decals_time.value)
12133                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12134                 else
12135                         alpha = 1.0f;
12136
12137                 c4f[ 0] = decal->color4f[0][0] * alpha;
12138                 c4f[ 1] = decal->color4f[0][1] * alpha;
12139                 c4f[ 2] = decal->color4f[0][2] * alpha;
12140                 c4f[ 3] = 1;
12141                 c4f[ 4] = decal->color4f[1][0] * alpha;
12142                 c4f[ 5] = decal->color4f[1][1] * alpha;
12143                 c4f[ 6] = decal->color4f[1][2] * alpha;
12144                 c4f[ 7] = 1;
12145                 c4f[ 8] = decal->color4f[2][0] * alpha;
12146                 c4f[ 9] = decal->color4f[2][1] * alpha;
12147                 c4f[10] = decal->color4f[2][2] * alpha;
12148                 c4f[11] = 1;
12149
12150                 t2f[0] = decal->texcoord2f[0][0];
12151                 t2f[1] = decal->texcoord2f[0][1];
12152                 t2f[2] = decal->texcoord2f[1][0];
12153                 t2f[3] = decal->texcoord2f[1][1];
12154                 t2f[4] = decal->texcoord2f[2][0];
12155                 t2f[5] = decal->texcoord2f[2][1];
12156
12157                 // update vertex positions for animated models
12158                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12159                 {
12160                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12161                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12162                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12163                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12164                 }
12165                 else
12166                 {
12167                         VectorCopy(decal->vertex3f[0], v3f);
12168                         VectorCopy(decal->vertex3f[1], v3f + 3);
12169                         VectorCopy(decal->vertex3f[2], v3f + 6);
12170                 }
12171
12172                 if (r_refdef.fogenabled)
12173                 {
12174                         alpha = RSurf_FogVertex(v3f);
12175                         VectorScale(c4f, alpha, c4f);
12176                         alpha = RSurf_FogVertex(v3f + 3);
12177                         VectorScale(c4f + 4, alpha, c4f + 4);
12178                         alpha = RSurf_FogVertex(v3f + 6);
12179                         VectorScale(c4f + 8, alpha, c4f + 8);
12180                 }
12181
12182                 v3f += 9;
12183                 c4f += 12;
12184                 t2f += 6;
12185                 numtris++;
12186         }
12187
12188         if (numtris > 0)
12189         {
12190                 r_refdef.stats[r_stat_drawndecals] += numtris;
12191
12192                 // now render the decals all at once
12193                 // (this assumes they all use one particle font texture!)
12194                 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);
12195 //              R_Mesh_ResetTextureState();
12196                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12197                 GL_DepthMask(false);
12198                 GL_DepthRange(0, 1);
12199                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12200                 GL_DepthTest(true);
12201                 GL_CullFace(GL_NONE);
12202                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12203                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12204                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12205         }
12206 }
12207
12208 static void R_DrawModelDecals(void)
12209 {
12210         int i, numdecals;
12211
12212         // fade faster when there are too many decals
12213         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12214         for (i = 0;i < r_refdef.scene.numentities;i++)
12215                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12216
12217         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12218         for (i = 0;i < r_refdef.scene.numentities;i++)
12219                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12220                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12221
12222         R_DecalSystem_ApplySplatEntitiesQueue();
12223
12224         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12225         for (i = 0;i < r_refdef.scene.numentities;i++)
12226                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12227
12228         r_refdef.stats[r_stat_totaldecals] += numdecals;
12229
12230         if (r_showsurfaces.integer)
12231                 return;
12232
12233         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12234
12235         for (i = 0;i < r_refdef.scene.numentities;i++)
12236         {
12237                 if (!r_refdef.viewcache.entityvisible[i])
12238                         continue;
12239                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12240                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12241         }
12242 }
12243
12244 extern cvar_t mod_collision_bih;
12245 static void R_DrawDebugModel(void)
12246 {
12247         entity_render_t *ent = rsurface.entity;
12248         int i, j, flagsmask;
12249         const msurface_t *surface;
12250         dp_model_t *model = ent->model;
12251
12252         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12253                 return;
12254
12255         if (r_showoverdraw.value > 0)
12256         {
12257                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12258                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12259                 R_SetupShader_Generic_NoTexture(false, false);
12260                 GL_DepthTest(false);
12261                 GL_DepthMask(false);
12262                 GL_DepthRange(0, 1);
12263                 GL_BlendFunc(GL_ONE, GL_ONE);
12264                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12265                 {
12266                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12267                                 continue;
12268                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12269                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12270                         {
12271                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12272                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12273                                 if (!rsurface.texture->currentlayers->depthmask)
12274                                         GL_Color(c, 0, 0, 1.0f);
12275                                 else if (ent == r_refdef.scene.worldentity)
12276                                         GL_Color(c, c, c, 1.0f);
12277                                 else
12278                                         GL_Color(0, c, 0, 1.0f);
12279                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12280                                 RSurf_DrawBatch();
12281                         }
12282                 }
12283                 rsurface.texture = NULL;
12284         }
12285
12286         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12287
12288 //      R_Mesh_ResetTextureState();
12289         R_SetupShader_Generic_NoTexture(false, false);
12290         GL_DepthRange(0, 1);
12291         GL_DepthTest(!r_showdisabledepthtest.integer);
12292         GL_DepthMask(false);
12293         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12294
12295         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12296         {
12297                 int triangleindex;
12298                 int bihleafindex;
12299                 qboolean cullbox = false;
12300                 const q3mbrush_t *brush;
12301                 const bih_t *bih = &model->collision_bih;
12302                 const bih_leaf_t *bihleaf;
12303                 float vertex3f[3][3];
12304                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12305                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12306                 {
12307                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12308                                 continue;
12309                         switch (bihleaf->type)
12310                         {
12311                         case BIH_BRUSH:
12312                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12313                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12314                                 {
12315                                         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);
12316                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12317                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12318                                 }
12319                                 break;
12320                         case BIH_COLLISIONTRIANGLE:
12321                                 triangleindex = bihleaf->itemindex;
12322                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12323                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12324                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12325                                 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);
12326                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12327                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12328                                 break;
12329                         case BIH_RENDERTRIANGLE:
12330                                 triangleindex = bihleaf->itemindex;
12331                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12332                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12333                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12334                                 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);
12335                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12336                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12337                                 break;
12338                         }
12339                 }
12340         }
12341
12342         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12343
12344 #ifndef USE_GLES2
12345         if (r_showtris.integer && qglPolygonMode)
12346         {
12347                 if (r_showdisabledepthtest.integer)
12348                 {
12349                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12350                         GL_DepthMask(false);
12351                 }
12352                 else
12353                 {
12354                         GL_BlendFunc(GL_ONE, GL_ZERO);
12355                         GL_DepthMask(true);
12356                 }
12357                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12358                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12359                 {
12360                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12361                                 continue;
12362                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12363                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12364                         {
12365                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12366                                 if (!rsurface.texture->currentlayers->depthmask)
12367                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12368                                 else if (ent == r_refdef.scene.worldentity)
12369                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12370                                 else
12371                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12372                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12373                                 RSurf_DrawBatch();
12374                         }
12375                 }
12376                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12377                 rsurface.texture = NULL;
12378         }
12379
12380         if (r_shownormals.value != 0 && qglBegin)
12381         {
12382                 int l, k;
12383                 vec3_t v;
12384                 if (r_showdisabledepthtest.integer)
12385                 {
12386                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12387                         GL_DepthMask(false);
12388                 }
12389                 else
12390                 {
12391                         GL_BlendFunc(GL_ONE, GL_ZERO);
12392                         GL_DepthMask(true);
12393                 }
12394                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12395                 {
12396                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12397                                 continue;
12398                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12399                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12400                         {
12401                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12402                                 qglBegin(GL_LINES);
12403                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12404                                 {
12405                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12406                                         {
12407                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12408                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12409                                                 qglVertex3f(v[0], v[1], v[2]);
12410                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12411                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12412                                                 qglVertex3f(v[0], v[1], v[2]);
12413                                         }
12414                                 }
12415                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12416                                 {
12417                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12418                                         {
12419                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12420                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12421                                                 qglVertex3f(v[0], v[1], v[2]);
12422                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12423                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12424                                                 qglVertex3f(v[0], v[1], v[2]);
12425                                         }
12426                                 }
12427                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12428                                 {
12429                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12430                                         {
12431                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12432                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12433                                                 qglVertex3f(v[0], v[1], v[2]);
12434                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12435                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12436                                                 qglVertex3f(v[0], v[1], v[2]);
12437                                         }
12438                                 }
12439                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12440                                 {
12441                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12442                                         {
12443                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12444                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12445                                                 qglVertex3f(v[0], v[1], v[2]);
12446                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12447                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12448                                                 qglVertex3f(v[0], v[1], v[2]);
12449                                         }
12450                                 }
12451                                 qglEnd();
12452                                 CHECKGLERROR
12453                         }
12454                 }
12455                 rsurface.texture = NULL;
12456         }
12457 #endif
12458 }
12459
12460 int r_maxsurfacelist = 0;
12461 const msurface_t **r_surfacelist = NULL;
12462 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12463 {
12464         int i, j, endj, flagsmask;
12465         dp_model_t *model = r_refdef.scene.worldmodel;
12466         msurface_t *surfaces;
12467         unsigned char *update;
12468         int numsurfacelist = 0;
12469         if (model == NULL)
12470                 return;
12471
12472         if (r_maxsurfacelist < model->num_surfaces)
12473         {
12474                 r_maxsurfacelist = model->num_surfaces;
12475                 if (r_surfacelist)
12476                         Mem_Free((msurface_t**)r_surfacelist);
12477                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12478         }
12479
12480         RSurf_ActiveWorldEntity();
12481
12482         surfaces = model->data_surfaces;
12483         update = model->brushq1.lightmapupdateflags;
12484
12485         // update light styles on this submodel
12486         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12487         {
12488                 model_brush_lightstyleinfo_t *style;
12489                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12490                 {
12491                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12492                         {
12493                                 int *list = style->surfacelist;
12494                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12495                                 for (j = 0;j < style->numsurfaces;j++)
12496                                         update[list[j]] = true;
12497                         }
12498                 }
12499         }
12500
12501         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12502
12503         if (debug)
12504         {
12505                 R_DrawDebugModel();
12506                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12507                 return;
12508         }
12509
12510         rsurface.lightmaptexture = NULL;
12511         rsurface.deluxemaptexture = NULL;
12512         rsurface.uselightmaptexture = false;
12513         rsurface.texture = NULL;
12514         rsurface.rtlight = NULL;
12515         numsurfacelist = 0;
12516         // add visible surfaces to draw list
12517         for (i = 0;i < model->nummodelsurfaces;i++)
12518         {
12519                 j = model->sortedmodelsurfaces[i];
12520                 if (r_refdef.viewcache.world_surfacevisible[j])
12521                         r_surfacelist[numsurfacelist++] = surfaces + j;
12522         }
12523         // update lightmaps if needed
12524         if (model->brushq1.firstrender)
12525         {
12526                 model->brushq1.firstrender = false;
12527                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12528                         if (update[j])
12529                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12530         }
12531         else if (update)
12532         {
12533                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12534                         if (r_refdef.viewcache.world_surfacevisible[j])
12535                                 if (update[j])
12536                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12537         }
12538         // don't do anything if there were no surfaces
12539         if (!numsurfacelist)
12540         {
12541                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12542                 return;
12543         }
12544         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12545
12546         // add to stats if desired
12547         if (r_speeds.integer && !skysurfaces && !depthonly)
12548         {
12549                 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12550                 for (j = 0;j < numsurfacelist;j++)
12551                         r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12552         }
12553
12554         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12555 }
12556
12557 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12558 {
12559         int i, j, endj, flagsmask;
12560         dp_model_t *model = ent->model;
12561         msurface_t *surfaces;
12562         unsigned char *update;
12563         int numsurfacelist = 0;
12564         if (model == NULL)
12565                 return;
12566
12567         if (r_maxsurfacelist < model->num_surfaces)
12568         {
12569                 r_maxsurfacelist = model->num_surfaces;
12570                 if (r_surfacelist)
12571                         Mem_Free((msurface_t **)r_surfacelist);
12572                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12573         }
12574
12575         // if the model is static it doesn't matter what value we give for
12576         // wantnormals and wanttangents, so this logic uses only rules applicable
12577         // to a model, knowing that they are meaningless otherwise
12578         if (ent == r_refdef.scene.worldentity)
12579                 RSurf_ActiveWorldEntity();
12580         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12581                 RSurf_ActiveModelEntity(ent, false, false, false);
12582         else if (prepass)
12583                 RSurf_ActiveModelEntity(ent, true, true, true);
12584         else if (depthonly)
12585         {
12586                 switch (vid.renderpath)
12587                 {
12588                 case RENDERPATH_GL20:
12589                 case RENDERPATH_D3D9:
12590                 case RENDERPATH_D3D10:
12591                 case RENDERPATH_D3D11:
12592                 case RENDERPATH_SOFT:
12593                 case RENDERPATH_GLES2:
12594                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12595                         break;
12596                 case RENDERPATH_GL11:
12597                 case RENDERPATH_GL13:
12598                 case RENDERPATH_GLES1:
12599                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12600                         break;
12601                 }
12602         }
12603         else
12604         {
12605                 switch (vid.renderpath)
12606                 {
12607                 case RENDERPATH_GL20:
12608                 case RENDERPATH_D3D9:
12609                 case RENDERPATH_D3D10:
12610                 case RENDERPATH_D3D11:
12611                 case RENDERPATH_SOFT:
12612                 case RENDERPATH_GLES2:
12613                         RSurf_ActiveModelEntity(ent, true, true, false);
12614                         break;
12615                 case RENDERPATH_GL11:
12616                 case RENDERPATH_GL13:
12617                 case RENDERPATH_GLES1:
12618                         RSurf_ActiveModelEntity(ent, true, false, false);
12619                         break;
12620                 }
12621         }
12622
12623         surfaces = model->data_surfaces;
12624         update = model->brushq1.lightmapupdateflags;
12625
12626         // update light styles
12627         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12628         {
12629                 model_brush_lightstyleinfo_t *style;
12630                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12631                 {
12632                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12633                         {
12634                                 int *list = style->surfacelist;
12635                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12636                                 for (j = 0;j < style->numsurfaces;j++)
12637                                         update[list[j]] = true;
12638                         }
12639                 }
12640         }
12641
12642         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12643
12644         if (debug)
12645         {
12646                 R_DrawDebugModel();
12647                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12648                 return;
12649         }
12650
12651         rsurface.lightmaptexture = NULL;
12652         rsurface.deluxemaptexture = NULL;
12653         rsurface.uselightmaptexture = false;
12654         rsurface.texture = NULL;
12655         rsurface.rtlight = NULL;
12656         numsurfacelist = 0;
12657         // add visible surfaces to draw list
12658         for (i = 0;i < model->nummodelsurfaces;i++)
12659                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12660         // don't do anything if there were no surfaces
12661         if (!numsurfacelist)
12662         {
12663                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12664                 return;
12665         }
12666         // update lightmaps if needed
12667         if (update)
12668         {
12669                 int updated = 0;
12670                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12671                 {
12672                         if (update[j])
12673                         {
12674                                 updated++;
12675                                 R_BuildLightMap(ent, surfaces + j);
12676                         }
12677                 }
12678         }
12679
12680         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12681
12682         // add to stats if desired
12683         if (r_speeds.integer && !skysurfaces && !depthonly)
12684         {
12685                 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12686                 for (j = 0;j < numsurfacelist;j++)
12687                         r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12688         }
12689
12690         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12691 }
12692
12693 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12694 {
12695         static texture_t texture;
12696         static msurface_t surface;
12697         const msurface_t *surfacelist = &surface;
12698
12699         // fake enough texture and surface state to render this geometry
12700
12701         texture.update_lastrenderframe = -1; // regenerate this texture
12702         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12703         texture.currentskinframe = skinframe;
12704         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12705         texture.offsetmapping = OFFSETMAPPING_OFF;
12706         texture.offsetscale = 1;
12707         texture.specularscalemod = 1;
12708         texture.specularpowermod = 1;
12709         texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12710         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12711         // JUST GREP FOR "specularscalemod = 1".
12712
12713         surface.texture = &texture;
12714         surface.num_triangles = numtriangles;
12715         surface.num_firsttriangle = firsttriangle;
12716         surface.num_vertices = numvertices;
12717         surface.num_firstvertex = firstvertex;
12718
12719         // now render it
12720         rsurface.texture = R_GetCurrentTexture(surface.texture);
12721         rsurface.lightmaptexture = NULL;
12722         rsurface.deluxemaptexture = NULL;
12723         rsurface.uselightmaptexture = false;
12724         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12725 }
12726
12727 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)
12728 {
12729         static msurface_t surface;
12730         const msurface_t *surfacelist = &surface;
12731
12732         // fake enough texture and surface state to render this geometry
12733         surface.texture = texture;
12734         surface.num_triangles = numtriangles;
12735         surface.num_firsttriangle = firsttriangle;
12736         surface.num_vertices = numvertices;
12737         surface.num_firstvertex = firstvertex;
12738
12739         // now render it
12740         rsurface.texture = R_GetCurrentTexture(surface.texture);
12741         rsurface.lightmaptexture = NULL;
12742         rsurface.deluxemaptexture = NULL;
12743         rsurface.uselightmaptexture = false;
12744         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12745 }