]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - gl_rmain.c
Clean up GL extensions a bit to only have the stuff the engine actually uses.
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26 #include "ft2.h"
27 #include "csprogs.h"
28 #include "cl_video.h"
29 #include "cl_collision.h"
30
31 #ifdef WIN32
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
33 #ifdef __cplusplus
34 extern "C" {
35 #endif
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
37 #ifdef __cplusplus
38 }
39 #endif
40 #endif
41
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
44
45 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
46
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
49 qboolean r_loadfog;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
53
54 //
55 // screen size info
56 //
57 r_refdef_t r_refdef;
58
59 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!"};
60 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!"};
61 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 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)"};
64 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 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"};
66 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"};
67 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"};
68 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"};
69 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"};
70 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"};
71
72 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
73 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 (DEPRECATED)"};
74 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
75 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) (DEPRECATED)"};
76 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
77
78 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"};
79 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
80 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
81 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
82 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
83 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
84 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
85 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"};
86 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"};
87 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"};
88 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
89 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
90 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%,  10 = 100%)" };
91 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)"};
92 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
93 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
94 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"};
95 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
96 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"};
97 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"};
98 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"};
99 cvar_t r_showspriteedges = {0, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
100 cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
101 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
102 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
103 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
104 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
105 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
106 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
107 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
108 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
109 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)"};
110 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)"};
111 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
112 cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
113 cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
114 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
115 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
119
120 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
121 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
122 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
123
124 cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
125 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
126 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
127 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
128 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
129
130 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
131 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
132 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
133 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."};
134 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
135 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
136 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
137 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."};
138 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
139 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
140 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
141 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."};
142 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
143 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"};
144 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"};
145 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
146 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
147 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
148 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
149 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
150 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"};
151 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
152 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
153 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
154 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
155 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
156
157 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
158 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
159 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
160 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
161 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
162 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
163 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
164 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
165
166 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)"};
167 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"};
168
169 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
170 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
171 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
172
173 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"};
174 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"};
175 cvar_t r_rendertarget_debug = {0, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
176 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"};
177 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
178 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
179 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"};
180 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)"};
181 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)"};
182 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
183
184 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
185 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)"};
186 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
187 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)"};
188 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
189 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)"};
190 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)"};
191 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
192 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"};
193 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."};
194 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
195 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)"};
196 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)"};
197 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)"};
198 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)"};
199 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)"};
200 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)"};
201 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)"};
202 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)"};
203
204 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)"};
205 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
206 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
207 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"};
208 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
209 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
210 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
211 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"};
212 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"};
213
214 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
215 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
216 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
217 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
218
219 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
220 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
221
222 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
223 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
224 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
225 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
226 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
227 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
228
229 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
230 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
231 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
232 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
233 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
234 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
235 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
236 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
237 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
238 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
239
240 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"};
241
242 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"};
243
244 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
245
246 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
247
248 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)"};
249 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)"};
250 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
251 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
252
253 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
254 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"};
255
256 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."};
257
258 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)"};
259 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
260 {
261         {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
262         {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
263         {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
264         {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
265 };
266
267 extern cvar_t v_glslgamma_2d;
268
269 extern qboolean v_flipped_state;
270
271 r_framebufferstate_t r_fb;
272
273 /// shadow volume bsp struct with automatically growing nodes buffer
274 svbsp_t r_svbsp;
275
276 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
277
278 rtexture_t *r_texture_blanknormalmap;
279 rtexture_t *r_texture_white;
280 rtexture_t *r_texture_grey128;
281 rtexture_t *r_texture_black;
282 rtexture_t *r_texture_notexture;
283 rtexture_t *r_texture_whitecube;
284 rtexture_t *r_texture_normalizationcube;
285 rtexture_t *r_texture_fogattenuation;
286 rtexture_t *r_texture_fogheighttexture;
287 rtexture_t *r_texture_gammaramps;
288 unsigned int r_texture_gammaramps_serial;
289 //rtexture_t *r_texture_fogintensity;
290 rtexture_t *r_texture_reflectcube;
291
292 // TODO: hash lookups?
293 typedef struct cubemapinfo_s
294 {
295         char basename[64];
296         rtexture_t *texture;
297 }
298 cubemapinfo_t;
299
300 int r_texture_numcubemaps;
301 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
302
303 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
304 unsigned int r_numqueries;
305 unsigned int r_maxqueries;
306
307 typedef struct r_qwskincache_s
308 {
309         char name[MAX_QPATH];
310         skinframe_t *skinframe;
311 }
312 r_qwskincache_t;
313
314 static r_qwskincache_t *r_qwskincache;
315 static int r_qwskincache_size;
316
317 /// vertex coordinates for a quad that covers the screen exactly
318 extern const float r_screenvertex3f[12];
319 const float r_screenvertex3f[12] =
320 {
321         0, 0, 0,
322         1, 0, 0,
323         1, 1, 0,
324         0, 1, 0
325 };
326
327 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
328 {
329         int i;
330         for (i = 0;i < verts;i++)
331         {
332                 out[0] = in[0] * r;
333                 out[1] = in[1] * g;
334                 out[2] = in[2] * b;
335                 out[3] = in[3];
336                 in += 4;
337                 out += 4;
338         }
339 }
340
341 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
342 {
343         int i;
344         for (i = 0;i < verts;i++)
345         {
346                 out[0] = r;
347                 out[1] = g;
348                 out[2] = b;
349                 out[3] = a;
350                 out += 4;
351         }
352 }
353
354 // FIXME: move this to client?
355 void FOG_clear(void)
356 {
357         if (gamemode == GAME_NEHAHRA)
358         {
359                 Cvar_Set("gl_fogenable", "0");
360                 Cvar_Set("gl_fogdensity", "0.2");
361                 Cvar_Set("gl_fogred", "0.3");
362                 Cvar_Set("gl_foggreen", "0.3");
363                 Cvar_Set("gl_fogblue", "0.3");
364         }
365         r_refdef.fog_density = 0;
366         r_refdef.fog_red = 0;
367         r_refdef.fog_green = 0;
368         r_refdef.fog_blue = 0;
369         r_refdef.fog_alpha = 1;
370         r_refdef.fog_start = 0;
371         r_refdef.fog_end = 16384;
372         r_refdef.fog_height = 1<<30;
373         r_refdef.fog_fadedepth = 128;
374         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
375 }
376
377 static void R_BuildBlankTextures(void)
378 {
379         unsigned char data[4];
380         data[2] = 128; // normal X
381         data[1] = 128; // normal Y
382         data[0] = 255; // normal Z
383         data[3] = 255; // height
384         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385         data[0] = 255;
386         data[1] = 255;
387         data[2] = 255;
388         data[3] = 255;
389         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390         data[0] = 128;
391         data[1] = 128;
392         data[2] = 128;
393         data[3] = 255;
394         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395         data[0] = 0;
396         data[1] = 0;
397         data[2] = 0;
398         data[3] = 255;
399         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
400 }
401
402 static void R_BuildNoTexture(void)
403 {
404         int x, y;
405         unsigned char pix[16][16][4];
406         // this makes a light grey/dark grey checkerboard texture
407         for (y = 0;y < 16;y++)
408         {
409                 for (x = 0;x < 16;x++)
410                 {
411                         if ((y < 8) ^ (x < 8))
412                         {
413                                 pix[y][x][0] = 128;
414                                 pix[y][x][1] = 128;
415                                 pix[y][x][2] = 128;
416                                 pix[y][x][3] = 255;
417                         }
418                         else
419                         {
420                                 pix[y][x][0] = 64;
421                                 pix[y][x][1] = 64;
422                                 pix[y][x][2] = 64;
423                                 pix[y][x][3] = 255;
424                         }
425                 }
426         }
427         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
428 }
429
430 static void R_BuildWhiteCube(void)
431 {
432         unsigned char data[6*1*1*4];
433         memset(data, 255, sizeof(data));
434         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
435 }
436
437 static void R_BuildNormalizationCube(void)
438 {
439         int x, y, side;
440         vec3_t v;
441         vec_t s, t, intensity;
442 #define NORMSIZE 64
443         unsigned char *data;
444         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
445         for (side = 0;side < 6;side++)
446         {
447                 for (y = 0;y < NORMSIZE;y++)
448                 {
449                         for (x = 0;x < NORMSIZE;x++)
450                         {
451                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
452                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
453                                 switch(side)
454                                 {
455                                 default:
456                                 case 0:
457                                         v[0] = 1;
458                                         v[1] = -t;
459                                         v[2] = -s;
460                                         break;
461                                 case 1:
462                                         v[0] = -1;
463                                         v[1] = -t;
464                                         v[2] = s;
465                                         break;
466                                 case 2:
467                                         v[0] = s;
468                                         v[1] = 1;
469                                         v[2] = t;
470                                         break;
471                                 case 3:
472                                         v[0] = s;
473                                         v[1] = -1;
474                                         v[2] = -t;
475                                         break;
476                                 case 4:
477                                         v[0] = s;
478                                         v[1] = -t;
479                                         v[2] = 1;
480                                         break;
481                                 case 5:
482                                         v[0] = -s;
483                                         v[1] = -t;
484                                         v[2] = -1;
485                                         break;
486                                 }
487                                 intensity = 127.0f / sqrt(DotProduct(v, v));
488                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
489                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
490                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
491                                 data[((side*64+y)*64+x)*4+3] = 255;
492                         }
493                 }
494         }
495         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
496         Mem_Free(data);
497 }
498
499 static void R_BuildFogTexture(void)
500 {
501         int x, b;
502 #define FOGWIDTH 256
503         unsigned char data1[FOGWIDTH][4];
504         //unsigned char data2[FOGWIDTH][4];
505         double d, r, alpha;
506
507         r_refdef.fogmasktable_start = r_refdef.fog_start;
508         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
509         r_refdef.fogmasktable_range = r_refdef.fogrange;
510         r_refdef.fogmasktable_density = r_refdef.fog_density;
511
512         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
513         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
514         {
515                 d = (x * r - r_refdef.fogmasktable_start);
516                 if(developer_extra.integer)
517                         Con_DPrintf("%f ", d);
518                 d = max(0, d);
519                 if (r_fog_exp2.integer)
520                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
521                 else
522                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
523                 if(developer_extra.integer)
524                         Con_DPrintf(" : %f ", alpha);
525                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
526                 if(developer_extra.integer)
527                         Con_DPrintf(" = %f\n", alpha);
528                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
529         }
530
531         for (x = 0;x < FOGWIDTH;x++)
532         {
533                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
534                 data1[x][0] = b;
535                 data1[x][1] = b;
536                 data1[x][2] = b;
537                 data1[x][3] = 255;
538                 //data2[x][0] = 255 - b;
539                 //data2[x][1] = 255 - b;
540                 //data2[x][2] = 255 - b;
541                 //data2[x][3] = 255;
542         }
543         if (r_texture_fogattenuation)
544         {
545                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
546                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
547         }
548         else
549         {
550                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
551                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
552         }
553 }
554
555 static void R_BuildFogHeightTexture(void)
556 {
557         unsigned char *inpixels;
558         int size;
559         int x;
560         int y;
561         int j;
562         float c[4];
563         float f;
564         inpixels = NULL;
565         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
566         if (r_refdef.fogheighttexturename[0])
567                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
568         if (!inpixels)
569         {
570                 r_refdef.fog_height_tablesize = 0;
571                 if (r_texture_fogheighttexture)
572                         R_FreeTexture(r_texture_fogheighttexture);
573                 r_texture_fogheighttexture = NULL;
574                 if (r_refdef.fog_height_table2d)
575                         Mem_Free(r_refdef.fog_height_table2d);
576                 r_refdef.fog_height_table2d = NULL;
577                 if (r_refdef.fog_height_table1d)
578                         Mem_Free(r_refdef.fog_height_table1d);
579                 r_refdef.fog_height_table1d = NULL;
580                 return;
581         }
582         size = image_width;
583         r_refdef.fog_height_tablesize = size;
584         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
585         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
586         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
587         Mem_Free(inpixels);
588         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
589         // average fog color table accounting for every fog layer between a point
590         // and the camera.  (Note: attenuation is handled separately!)
591         for (y = 0;y < size;y++)
592         {
593                 for (x = 0;x < size;x++)
594                 {
595                         Vector4Clear(c);
596                         f = 0;
597                         if (x < y)
598                         {
599                                 for (j = x;j <= y;j++)
600                                 {
601                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
602                                         f++;
603                                 }
604                         }
605                         else
606                         {
607                                 for (j = x;j >= y;j--)
608                                 {
609                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
610                                         f++;
611                                 }
612                         }
613                         f = 1.0f / f;
614                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
615                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
616                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
617                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
618                 }
619         }
620         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
621 }
622
623 //=======================================================================================================================================================
624
625 static const char *builtinshaderstrings[] =
626 {
627 #include "shader_glsl.h"
628 0
629 };
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 *sourcebasename;
643         const char *extension;
644         const char **builtinshaderstrings;
645         const char *pretext;
646         const char *name;
647         char *filename;
648         char *builtinstring;
649         int builtincrc;
650 }
651 shadermodeinfo_t;
652
653 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
654 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
655 {
656         {"#define USEDIFFUSE\n", " diffuse"},
657         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
658         {"#define USEVIEWTINT\n", " viewtint"},
659         {"#define USECOLORMAPPING\n", " colormapping"},
660         {"#define USESATURATION\n", " saturation"},
661         {"#define USEFOGINSIDE\n", " foginside"},
662         {"#define USEFOGOUTSIDE\n", " fogoutside"},
663         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
664         {"#define USEFOGALPHAHACK\n", " fogalphahack"},
665         {"#define USEGAMMARAMPS\n", " gammaramps"},
666         {"#define USECUBEFILTER\n", " cubefilter"},
667         {"#define USEGLOW\n", " glow"},
668         {"#define USEBLOOM\n", " bloom"},
669         {"#define USESPECULAR\n", " specular"},
670         {"#define USEPOSTPROCESSING\n", " postprocessing"},
671         {"#define USEREFLECTION\n", " reflection"},
672         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
673         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
674         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
675         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
676         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678         {"#define USEALPHAKILL\n", " alphakill"},
679         {"#define USEREFLECTCUBE\n", " reflectcube"},
680         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681         {"#define USEBOUNCEGRID\n", " bouncegrid"},
682         {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
683         {"#define USETRIPPY\n", " trippy"},
684         {"#define USEDEPTHRGB\n", " depthrgb"},
685         {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
686         {"#define USESKELETAL\n", " skeletal"},
687         {"#define USEOCCLUDE\n", " occlude"}
688 };
689
690 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
691 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
692 {
693         // SHADERLANGUAGE_GLSL
694         {
695                 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
696                 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
697                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
698                 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
699                 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
700                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
701                 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
702                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
703                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
704                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
705                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
706                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
707                 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
708                 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
709                 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
710                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
711                 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
712         },
713 };
714
715 struct r_glsl_permutation_s;
716 typedef struct r_glsl_permutation_s
717 {
718         /// hash lookup data
719         struct r_glsl_permutation_s *hashnext;
720         unsigned int mode;
721         dpuint64 permutation;
722
723         /// indicates if we have tried compiling this permutation already
724         qboolean compiled;
725         /// 0 if compilation failed
726         int program;
727         // texture units assigned to each detected uniform
728         int tex_Texture_First;
729         int tex_Texture_Second;
730         int tex_Texture_GammaRamps;
731         int tex_Texture_Normal;
732         int tex_Texture_Color;
733         int tex_Texture_Gloss;
734         int tex_Texture_Glow;
735         int tex_Texture_SecondaryNormal;
736         int tex_Texture_SecondaryColor;
737         int tex_Texture_SecondaryGloss;
738         int tex_Texture_SecondaryGlow;
739         int tex_Texture_Pants;
740         int tex_Texture_Shirt;
741         int tex_Texture_FogHeightTexture;
742         int tex_Texture_FogMask;
743         int tex_Texture_Lightmap;
744         int tex_Texture_Deluxemap;
745         int tex_Texture_Attenuation;
746         int tex_Texture_Cube;
747         int tex_Texture_Refraction;
748         int tex_Texture_Reflection;
749         int tex_Texture_ShadowMap2D;
750         int tex_Texture_CubeProjection;
751         int tex_Texture_ScreenNormalMap;
752         int tex_Texture_ScreenDiffuse;
753         int tex_Texture_ScreenSpecular;
754         int tex_Texture_ReflectMask;
755         int tex_Texture_ReflectCube;
756         int tex_Texture_BounceGrid;
757         /// locations of detected uniforms in program object, or -1 if not found
758         int loc_Texture_First;
759         int loc_Texture_Second;
760         int loc_Texture_GammaRamps;
761         int loc_Texture_Normal;
762         int loc_Texture_Color;
763         int loc_Texture_Gloss;
764         int loc_Texture_Glow;
765         int loc_Texture_SecondaryNormal;
766         int loc_Texture_SecondaryColor;
767         int loc_Texture_SecondaryGloss;
768         int loc_Texture_SecondaryGlow;
769         int loc_Texture_Pants;
770         int loc_Texture_Shirt;
771         int loc_Texture_FogHeightTexture;
772         int loc_Texture_FogMask;
773         int loc_Texture_Lightmap;
774         int loc_Texture_Deluxemap;
775         int loc_Texture_Attenuation;
776         int loc_Texture_Cube;
777         int loc_Texture_Refraction;
778         int loc_Texture_Reflection;
779         int loc_Texture_ShadowMap2D;
780         int loc_Texture_CubeProjection;
781         int loc_Texture_ScreenNormalMap;
782         int loc_Texture_ScreenDiffuse;
783         int loc_Texture_ScreenSpecular;
784         int loc_Texture_ReflectMask;
785         int loc_Texture_ReflectCube;
786         int loc_Texture_BounceGrid;
787         int loc_Alpha;
788         int loc_BloomBlur_Parameters;
789         int loc_ClientTime;
790         int loc_Color_Ambient;
791         int loc_Color_Diffuse;
792         int loc_Color_Specular;
793         int loc_Color_Glow;
794         int loc_Color_Pants;
795         int loc_Color_Shirt;
796         int loc_DeferredColor_Ambient;
797         int loc_DeferredColor_Diffuse;
798         int loc_DeferredColor_Specular;
799         int loc_DeferredMod_Diffuse;
800         int loc_DeferredMod_Specular;
801         int loc_DistortScaleRefractReflect;
802         int loc_EyePosition;
803         int loc_FogColor;
804         int loc_FogHeightFade;
805         int loc_FogPlane;
806         int loc_FogPlaneViewDist;
807         int loc_FogRangeRecip;
808         int loc_LightColor;
809         int loc_LightDir;
810         int loc_LightPosition;
811         int loc_OffsetMapping_ScaleSteps;
812         int loc_OffsetMapping_LodDistance;
813         int loc_OffsetMapping_Bias;
814         int loc_PixelSize;
815         int loc_ReflectColor;
816         int loc_ReflectFactor;
817         int loc_ReflectOffset;
818         int loc_RefractColor;
819         int loc_Saturation;
820         int loc_ScreenCenterRefractReflect;
821         int loc_ScreenScaleRefractReflect;
822         int loc_ScreenToDepth;
823         int loc_ShadowMap_Parameters;
824         int loc_ShadowMap_TextureScale;
825         int loc_SpecularPower;
826         int loc_Skeletal_Transform12;
827         int loc_UserVec1;
828         int loc_UserVec2;
829         int loc_UserVec3;
830         int loc_UserVec4;
831         int loc_ViewTintColor;
832         int loc_ViewToLight;
833         int loc_ModelToLight;
834         int loc_TexMatrix;
835         int loc_BackgroundTexMatrix;
836         int loc_ModelViewProjectionMatrix;
837         int loc_ModelViewMatrix;
838         int loc_PixelToScreenTexCoord;
839         int loc_ModelToReflectCube;
840         int loc_ShadowMapMatrix;
841         int loc_BloomColorSubtract;
842         int loc_NormalmapScrollBlend;
843         int loc_BounceGridMatrix;
844         int loc_BounceGridIntensity;
845         /// uniform block bindings
846         int ubibind_Skeletal_Transform12_UniformBlock;
847         /// uniform block indices
848         int ubiloc_Skeletal_Transform12_UniformBlock;
849 }
850 r_glsl_permutation_t;
851
852 #define SHADERPERMUTATION_HASHSIZE 256
853
854
855 // non-degradable "lightweight" shader parameters to keep the permutations simpler
856 // these can NOT degrade! only use for simple stuff
857 enum
858 {
859         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
860         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
861         SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
862         SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
863         SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
864         SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
865         SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
866         SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
867         SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
868         SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
869         SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
870         SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
871         SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
872         SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
873 };
874 #define SHADERSTATICPARMS_COUNT 14
875
876 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
877 static int shaderstaticparms_count = 0;
878
879 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
880 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
881
882 extern qboolean r_shadow_shadowmapsampler;
883 extern int r_shadow_shadowmappcf;
884 qboolean R_CompileShader_CheckStaticParms(void)
885 {
886         static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
887         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
888         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
889
890         // detect all
891         if (r_glsl_saturation_redcompensate.integer)
892                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
893         if (r_glsl_vertextextureblend_usebothalphas.integer)
894                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
895         if (r_shadow_glossexact.integer)
896                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
897         if (r_glsl_postprocess.integer)
898         {
899                 if (r_glsl_postprocess_uservec1_enable.integer)
900                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
901                 if (r_glsl_postprocess_uservec2_enable.integer)
902                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
903                 if (r_glsl_postprocess_uservec3_enable.integer)
904                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
905                 if (r_glsl_postprocess_uservec4_enable.integer)
906                         R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
907         }
908         if (r_fxaa.integer)
909                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
910         if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
911                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
912
913         if (r_shadow_shadowmapsampler)
914                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
915         if (r_shadow_shadowmappcf > 1)
916                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
917         else if (r_shadow_shadowmappcf)
918                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
919         if (r_celshading.integer)
920                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
921         if (r_celoutlines.integer)
922                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
923
924         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
925 }
926
927 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
928         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
929                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
930         else \
931                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
932 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
933 {
934         shaderstaticparms_count = 0;
935
936         // emit all
937         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
938         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
939         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
940         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
941         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
942         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
943         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
944         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
945         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
946         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
947         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
948         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
949         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
950         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
951 }
952
953 /// information about each possible shader permutation
954 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
955 /// currently selected permutation
956 r_glsl_permutation_t *r_glsl_permutation;
957 /// storage for permutations linked in the hash table
958 memexpandablearray_t r_glsl_permutationarray;
959
960 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
961 {
962         //unsigned int hashdepth = 0;
963         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
964         r_glsl_permutation_t *p;
965         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
966         {
967                 if (p->mode == mode && p->permutation == permutation)
968                 {
969                         //if (hashdepth > 10)
970                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
971                         return p;
972                 }
973                 //hashdepth++;
974         }
975         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
976         p->mode = mode;
977         p->permutation = permutation;
978         p->hashnext = r_glsl_permutationhash[mode][hashindex];
979         r_glsl_permutationhash[mode][hashindex] = p;
980         //if (hashdepth > 10)
981         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
982         return p;
983 }
984
985 static char *R_ShaderStrCat(const char **strings)
986 {
987         char *string, *s;
988         const char **p = strings;
989         const char *t;
990         size_t len = 0;
991         for (p = strings;(t = *p);p++)
992                 len += strlen(t);
993         len++;
994         s = string = (char *)Mem_Alloc(r_main_mempool, len);
995         len = 0;
996         for (p = strings;(t = *p);p++)
997         {
998                 len = strlen(t);
999                 memcpy(s, t, len);
1000                 s += len;
1001         }
1002         *s = 0;
1003         return string;
1004 }
1005
1006 static char *R_ShaderStrCat(const char **strings);
1007 static void R_InitShaderModeInfo(void)
1008 {
1009         int i, language;
1010         shadermodeinfo_t *modeinfo;
1011         // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1012         for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1013         {
1014                 for (i = 0; i < SHADERMODE_COUNT; i++)
1015                 {
1016                         char filename[MAX_QPATH];
1017                         modeinfo = &shadermodeinfo[language][i];
1018                         modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1019                         modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1020                         dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1021                         modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1022                 }
1023         }
1024 }
1025
1026 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1027 {
1028         char *shaderstring;
1029         // if the mode has no filename we have to return the builtin string
1030         if (builtinonly || !modeinfo->filename)
1031                 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1032         // note that FS_LoadFile appends a 0 byte to make it a valid string
1033         shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1034         if (shaderstring)
1035         {
1036                 if (printfromdisknotice)
1037                         Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1038                 return shaderstring;
1039         }
1040         // fall back to builtinstring
1041         return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1042 }
1043
1044 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1045 {
1046         int i;
1047         int ubibind;
1048         int sampler;
1049         shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1050         char *sourcestring;
1051         char permutationname[256];
1052         int vertstrings_count = 0;
1053         int geomstrings_count = 0;
1054         int fragstrings_count = 0;
1055         const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1056         const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1057         const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1058
1059         if (p->compiled)
1060                 return;
1061         p->compiled = true;
1062         p->program = 0;
1063
1064         permutationname[0] = 0;
1065         sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1066
1067         strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1068
1069         // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1070         if(vid.support.glshaderversion >= 140)
1071         {
1072                 vertstrings_list[vertstrings_count++] = "#version 140\n";
1073                 geomstrings_list[geomstrings_count++] = "#version 140\n";
1074                 fragstrings_list[fragstrings_count++] = "#version 140\n";
1075                 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1076                 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1077                 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1078         }
1079         // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1080         else if(vid.support.glshaderversion >= 130)
1081         {
1082                 vertstrings_list[vertstrings_count++] = "#version 130\n";
1083                 geomstrings_list[geomstrings_count++] = "#version 130\n";
1084                 fragstrings_list[fragstrings_count++] = "#version 130\n";
1085                 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1086                 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1087                 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1088         }
1089         // if we can do #version 120, we should (this adds the invariant keyword)
1090         else if(vid.support.glshaderversion >= 120)
1091         {
1092                 vertstrings_list[vertstrings_count++] = "#version 120\n";
1093                 geomstrings_list[geomstrings_count++] = "#version 120\n";
1094                 fragstrings_list[fragstrings_count++] = "#version 120\n";
1095                 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1096                 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1097                 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1098         }
1099         // GLES also adds several things from GLSL120
1100         switch(vid.renderpath)
1101         {
1102         case RENDERPATH_GLES2:
1103                 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1104                 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1105                 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1106                 break;
1107         default:
1108                 break;
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 & (1ll<<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                 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1335 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1336                 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1337 #endif
1338                 // clear the uniform block bindings
1339                 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1340                 // bind the uniform blocks in use
1341                 ubibind = 0;
1342 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1343                 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1344 #endif
1345                 // we're done compiling and setting up the shader, at least until it is used
1346                 CHECKGLERROR
1347                 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1348         }
1349         else
1350                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1351
1352         // free the strings
1353         if (sourcestring)
1354                 Mem_Free(sourcestring);
1355 }
1356
1357 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1358 {
1359         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1360         if (r_glsl_permutation != perm)
1361         {
1362                 r_glsl_permutation = perm;
1363                 if (!r_glsl_permutation->program)
1364                 {
1365                         if (!r_glsl_permutation->compiled)
1366                         {
1367                                 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1368                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1369                         }
1370                         if (!r_glsl_permutation->program)
1371                         {
1372                                 // remove features until we find a valid permutation
1373                                 int i;
1374                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1375                                 {
1376                                         // reduce i more quickly whenever it would not remove any bits
1377                                         dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1378                                         if (!(permutation & j))
1379                                                 continue;
1380                                         permutation -= j;
1381                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1382                                         if (!r_glsl_permutation->compiled)
1383                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1384                                         if (r_glsl_permutation->program)
1385                                                 break;
1386                                 }
1387                                 if (i >= SHADERPERMUTATION_COUNT)
1388                                 {
1389                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1390                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1391                                         qglUseProgram(0);CHECKGLERROR
1392                                         return; // no bit left to clear, entire mode is broken
1393                                 }
1394                         }
1395                 }
1396                 CHECKGLERROR
1397                 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1398         }
1399         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1400         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1401         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1402         CHECKGLERROR
1403 }
1404
1405 void R_GLSL_Restart_f(void)
1406 {
1407         unsigned int i, limit;
1408         switch(vid.renderpath)
1409         {
1410         case RENDERPATH_GL32:
1411         case RENDERPATH_GLES2:
1412                 {
1413                         r_glsl_permutation_t *p;
1414                         r_glsl_permutation = NULL;
1415                         limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1416                         for (i = 0;i < limit;i++)
1417                         {
1418                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1419                                 {
1420                                         GL_Backend_FreeProgram(p->program);
1421                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1422                                 }
1423                         }
1424                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1425                 }
1426                 break;
1427         }
1428 }
1429
1430 static void R_GLSL_DumpShader_f(void)
1431 {
1432         int i, language, mode, dupe;
1433         char *text;
1434         shadermodeinfo_t *modeinfo;
1435         qfile_t *file;
1436
1437         for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1438         {
1439                 modeinfo = shadermodeinfo[language];
1440                 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1441                 {
1442                         // don't dump the same file multiple times (most or all shaders come from the same file)
1443                         for (dupe = mode - 1;dupe >= 0;dupe--)
1444                                 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1445                                         break;
1446                         if (dupe >= 0)
1447                                 continue;
1448                         text = modeinfo[mode].builtinstring;
1449                         if (!text)
1450                                 continue;
1451                         file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1452                         if (file)
1453                         {
1454                                 FS_Print(file, "/* The engine may define the following macros:\n");
1455                                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1456                                 for (i = 0;i < SHADERMODE_COUNT;i++)
1457                                         FS_Print(file, modeinfo[i].pretext);
1458                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1459                                         FS_Print(file, shaderpermutationinfo[i].pretext);
1460                                 FS_Print(file, "*/\n");
1461                                 FS_Print(file, text);
1462                                 FS_Close(file);
1463                                 Con_Printf("%s written\n", modeinfo[mode].filename);
1464                         }
1465                         else
1466                                 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1467                 }
1468         }
1469 }
1470
1471 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1472 {
1473         dpuint64 permutation = 0;
1474         if (r_trippy.integer && !notrippy)
1475                 permutation |= SHADERPERMUTATION_TRIPPY;
1476         permutation |= SHADERPERMUTATION_VIEWTINT;
1477         if (t)
1478                 permutation |= SHADERPERMUTATION_DIFFUSE;
1479         if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1480                 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1481         if (suppresstexalpha)
1482                 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1483         if (vid.allowalphatocoverage)
1484                 GL_AlphaToCoverage(false);
1485         switch (vid.renderpath)
1486         {
1487         case RENDERPATH_GL32:
1488         case RENDERPATH_GLES2:
1489                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1490                 if (r_glsl_permutation->tex_Texture_First >= 0)
1491                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1492                 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1493                         R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1494                 break;
1495         }
1496 }
1497
1498 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1499 {
1500         R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1501 }
1502
1503 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1504 {
1505         dpuint64 permutation = 0;
1506         if (r_trippy.integer && !notrippy)
1507                 permutation |= SHADERPERMUTATION_TRIPPY;
1508         if (depthrgb)
1509                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1510         if (skeletal)
1511                 permutation |= SHADERPERMUTATION_SKELETAL;
1512
1513         if (vid.allowalphatocoverage)
1514                 GL_AlphaToCoverage(false);
1515         switch (vid.renderpath)
1516         {
1517         case RENDERPATH_GL32:
1518         case RENDERPATH_GLES2:
1519                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1520 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1521                 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);
1522 #endif
1523                 break;
1524         }
1525 }
1526
1527 #define BLENDFUNC_ALLOWS_COLORMOD      1
1528 #define BLENDFUNC_ALLOWS_FOG           2
1529 #define BLENDFUNC_ALLOWS_FOG_HACK0     4
1530 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1531 #define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1532 static int R_BlendFuncFlags(int src, int dst)
1533 {
1534         int r = 0;
1535
1536         // a blendfunc allows colormod if:
1537         // a) it can never keep the destination pixel invariant, or
1538         // b) it can keep the destination pixel invariant, and still can do so if colormodded
1539         // this is to prevent unintended side effects from colormod
1540
1541         // a blendfunc allows fog if:
1542         // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1543         // this is to prevent unintended side effects from fog
1544
1545         // these checks are the output of fogeval.pl
1546
1547         r |= BLENDFUNC_ALLOWS_COLORMOD;
1548         if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1549         if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1550         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1551         if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1552         if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1553         if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1554         if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1555         if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1556         if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1557         if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1558         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1559         if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1560         if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1561         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1562         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1563         if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1564         if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1565         if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1566         if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1567         if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1568         if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1569
1570         return r;
1571 }
1572
1573 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1574 {
1575         // select a permutation of the lighting shader appropriate to this
1576         // combination of texture, entity, light source, and fogging, only use the
1577         // minimum features necessary to avoid wasting rendering time in the
1578         // fragment shader on features that are not being used
1579         dpuint64 permutation = 0;
1580         unsigned int mode = 0;
1581         int blendfuncflags;
1582         texture_t *t = rsurface.texture;
1583         float m16f[16];
1584         matrix4x4_t tempmatrix;
1585         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1586         if (r_trippy.integer && !notrippy)
1587                 permutation |= SHADERPERMUTATION_TRIPPY;
1588         if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1589                 permutation |= SHADERPERMUTATION_ALPHAKILL;
1590         if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1591                 permutation |= SHADERPERMUTATION_OCCLUDE;
1592         if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1593                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1594         if (rsurfacepass == RSURFPASS_BACKGROUND)
1595         {
1596                 // distorted background
1597                 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1598                 {
1599                         mode = SHADERMODE_WATER;
1600                         if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1601                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1602                         if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1603                         {
1604                                 // this is the right thing to do for wateralpha
1605                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1606                                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1607                         }
1608                         else
1609                         {
1610                                 // this is the right thing to do for entity alpha
1611                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1612                                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1613                         }
1614                 }
1615                 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1616                 {
1617                         mode = SHADERMODE_REFRACTION;
1618                         if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1619                                 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1620                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1621                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1622                 }
1623                 else
1624                 {
1625                         mode = SHADERMODE_GENERIC;
1626                         permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1627                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1628                         blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1629                 }
1630                 if (vid.allowalphatocoverage)
1631                         GL_AlphaToCoverage(false);
1632         }
1633         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1634         {
1635                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1636                 {
1637                         switch(t->offsetmapping)
1638                         {
1639                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1640                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1641                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1642                         case OFFSETMAPPING_OFF: break;
1643                         }
1644                 }
1645                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1646                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1647                 // normalmap (deferred prepass), may use alpha test on diffuse
1648                 mode = SHADERMODE_DEFERREDGEOMETRY;
1649                 GL_BlendFunc(GL_ONE, GL_ZERO);
1650                 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1651                 if (vid.allowalphatocoverage)
1652                         GL_AlphaToCoverage(false);
1653         }
1654         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1655         {
1656                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1657                 {
1658                         switch(t->offsetmapping)
1659                         {
1660                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1661                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1662                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1663                         case OFFSETMAPPING_OFF: break;
1664                         }
1665                 }
1666                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1667                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1668                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1669                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1670                 // light source
1671                 mode = SHADERMODE_LIGHTSOURCE;
1672                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1673                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1674                 if (VectorLength2(rtlightdiffuse) > 0)
1675                         permutation |= SHADERPERMUTATION_DIFFUSE;
1676                 if (VectorLength2(rtlightspecular) > 0)
1677                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1678                 if (r_refdef.fogenabled)
1679                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1680                 if (t->colormapping)
1681                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1682                 if (r_shadow_usingshadowmap2d)
1683                 {
1684                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1685                         if(r_shadow_shadowmapvsdct)
1686                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1687
1688                         if (r_shadow_shadowmap2ddepthbuffer)
1689                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1690                 }
1691                 if (t->reflectmasktexture)
1692                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1693                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1694                 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1695                 if (vid.allowalphatocoverage)
1696                         GL_AlphaToCoverage(false);
1697         }
1698         else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1699         {
1700                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1701                 {
1702                         switch(t->offsetmapping)
1703                         {
1704                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1705                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1706                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1707                         case OFFSETMAPPING_OFF: break;
1708                         }
1709                 }
1710                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1711                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1712                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1713                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1714                 // directional model lighting
1715                 mode = SHADERMODE_LIGHTDIRECTION;
1716                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1717                         permutation |= SHADERPERMUTATION_GLOW;
1718                 if (VectorLength2(t->render_modellight_diffuse))
1719                         permutation |= SHADERPERMUTATION_DIFFUSE;
1720                 if (VectorLength2(t->render_modellight_specular) > 0)
1721                         permutation |= SHADERPERMUTATION_SPECULAR;
1722                 if (r_refdef.fogenabled)
1723                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1724                 if (t->colormapping)
1725                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1726                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1727                 {
1728                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1729                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1730
1731                         if (r_shadow_shadowmap2ddepthbuffer)
1732                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1733                 }
1734                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1735                         permutation |= SHADERPERMUTATION_REFLECTION;
1736                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1737                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1738                 if (t->reflectmasktexture)
1739                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1740                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1741                 {
1742                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1743                         if (r_shadow_bouncegrid_state.directional)
1744                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1745                 }
1746                 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1747                 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1748                 // when using alphatocoverage, we don't need alphakill
1749                 if (vid.allowalphatocoverage)
1750                 {
1751                         if (r_transparent_alphatocoverage.integer)
1752                         {
1753                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1754                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1755                         }
1756                         else
1757                                 GL_AlphaToCoverage(false);
1758                 }
1759         }
1760         else
1761         {
1762                 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1763                 {
1764                         switch(t->offsetmapping)
1765                         {
1766                         case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1767                         case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1768                         case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1769                         case OFFSETMAPPING_OFF: break;
1770                         }
1771                 }
1772                 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1773                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1774                 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1775                         permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1776                 // lightmapped wall
1777                 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1778                         permutation |= SHADERPERMUTATION_GLOW;
1779                 if (r_refdef.fogenabled)
1780                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1781                 if (t->colormapping)
1782                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1783                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1784                 {
1785                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1786                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1787
1788                         if (r_shadow_shadowmap2ddepthbuffer)
1789                                 permutation |= SHADERPERMUTATION_DEPTHRGB;
1790                 }
1791                 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1792                         permutation |= SHADERPERMUTATION_REFLECTION;
1793                 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1794                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1795                 if (t->reflectmasktexture)
1796                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
1797                 if (FAKELIGHT_ENABLED)
1798                 {
1799                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
1800                         mode = SHADERMODE_FAKELIGHT;
1801                         permutation |= SHADERPERMUTATION_DIFFUSE;
1802                         if (VectorLength2(t->render_lightmap_specular) > 0)
1803                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1804                 }
1805                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1806                 {
1807                         // deluxemapping (light direction texture)
1808                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1809                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1810                         else
1811                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1812                         permutation |= SHADERPERMUTATION_DIFFUSE;
1813                         if (VectorLength2(t->render_lightmap_specular) > 0)
1814                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1815                 }
1816                 else if (r_glsl_deluxemapping.integer >= 2)
1817                 {
1818                         // fake deluxemapping (uniform light direction in tangentspace)
1819                         if (rsurface.uselightmaptexture)
1820                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1821                         else
1822                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1823                         permutation |= SHADERPERMUTATION_DIFFUSE;
1824                         if (VectorLength2(t->render_lightmap_specular) > 0)
1825                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1826                 }
1827                 else if (rsurface.uselightmaptexture)
1828                 {
1829                         // ordinary lightmapping (q1bsp, q3bsp)
1830                         mode = SHADERMODE_LIGHTMAP;
1831                 }
1832                 else
1833                 {
1834                         // ordinary vertex coloring (q3bsp)
1835                         mode = SHADERMODE_VERTEXCOLOR;
1836                 }
1837                 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1838                 {
1839                         permutation |= SHADERPERMUTATION_BOUNCEGRID;
1840                         if (r_shadow_bouncegrid_state.directional)
1841                                 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1842                 }
1843                 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1844                 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1845                 // when using alphatocoverage, we don't need alphakill
1846                 if (vid.allowalphatocoverage)
1847                 {
1848                         if (r_transparent_alphatocoverage.integer)
1849                         {
1850                                 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1851                                 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1852                         }
1853                         else
1854                                 GL_AlphaToCoverage(false);
1855                 }
1856         }
1857         if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1858                 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1859         if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1860                 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1861         switch(vid.renderpath)
1862         {
1863         case RENDERPATH_GL32:
1864         case RENDERPATH_GLES2:
1865                 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);
1866                 R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
1867                 R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
1868                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
1869                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
1870                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
1871                 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
1872                 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
1873                 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
1874                 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
1875                 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
1876                 // this has to be after RSurf_PrepareVerticesForBatch
1877                 if (rsurface.batchskeletaltransform3x4buffer)
1878                         permutation |= SHADERPERMUTATION_SKELETAL;
1879                 R_SetupShader_SetPermutationGLSL(mode, permutation);
1880 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1881                 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);
1882 #endif
1883                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1884                 if (mode == SHADERMODE_LIGHTSOURCE)
1885                 {
1886                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1887                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1888                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1889                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1890                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1891                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1892         
1893                         // additive passes are only darkened by fog, not tinted
1894                         if (r_glsl_permutation->loc_FogColor >= 0)
1895                                 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1896                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1897                 }
1898                 else
1899                 {
1900                         if (mode == SHADERMODE_FLATCOLOR)
1901                         {
1902                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1903                         }
1904                         else if (mode == SHADERMODE_LIGHTDIRECTION)
1905                         {
1906                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1907                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1908                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1909                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1910                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1911                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1912                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1913                         }
1914                         else
1915                         {
1916                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1917                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1918                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1919                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1920                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1921                         }
1922                         // additive passes are only darkened by fog, not tinted
1923                         if (r_glsl_permutation->loc_FogColor >= 0)
1924                         {
1925                                 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1926                                         qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1927                                 else
1928                                         qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1929                         }
1930                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1931                         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]);
1932                         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]);
1933                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1934                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1935                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1936                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1937                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1938                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1939                 }
1940                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1941                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1942                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1943                 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1944                 {
1945                         if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1946                         if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1947                 }
1948                 else
1949                 {
1950                         if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1951                         if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1952                 }
1953
1954                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1955                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1956                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1957                 if (r_glsl_permutation->loc_Color_Pants >= 0)
1958                 {
1959                         if (t->pantstexture)
1960                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1961                         else
1962                                 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1963                 }
1964                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1965                 {
1966                         if (t->shirttexture)
1967                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1968                         else
1969                                 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1970                 }
1971                 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]);
1972                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1973                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1974                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1975                 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1976                                 r_glsl_offsetmapping_scale.value*t->offsetscale,
1977                                 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1978                                 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1979                                 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1980                         );
1981                 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);
1982                 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1983                 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]);
1984                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1985                 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
1986                 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
1987
1988                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
1989                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
1990                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
1991                 if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , t->nmaptexture                       );
1992                 if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , t->basetexture                       );
1993                 if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , t->glosstexture                      );
1994                 if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , t->glowtexture                       );
1995                 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , t->backgroundnmaptexture             );
1996                 if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , t->backgroundbasetexture             );
1997                 if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , t->backgroundglosstexture            );
1998                 if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , t->backgroundglowtexture             );
1999                 if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , t->pantstexture                      );
2000                 if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , t->shirttexture                      );
2001                 if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , t->reflectmasktexture                );
2002                 if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2003                 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
2004                 if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
2005                 if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2006                 if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2007                 if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
2008                 if (rsurfacepass == RSURFPASS_BACKGROUND)
2009                 {
2010                         if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2011                         if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2012                         if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2013                 }
2014                 else
2015                 {
2016                         if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2017                 }
2018                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
2019                 if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
2020                 if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
2021                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2022                 {
2023                         if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
2024                         if (rsurface.rtlight)
2025                         {
2026                                 if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
2027                                 if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
2028                         }
2029                 }
2030                 if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2031                 CHECKGLERROR
2032                 break;
2033         }
2034 }
2035
2036 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2037 {
2038         // select a permutation of the lighting shader appropriate to this
2039         // combination of texture, entity, light source, and fogging, only use the
2040         // minimum features necessary to avoid wasting rendering time in the
2041         // fragment shader on features that are not being used
2042         dpuint64 permutation = 0;
2043         unsigned int mode = 0;
2044         const float *lightcolorbase = rtlight->currentcolor;
2045         float ambientscale = rtlight->ambientscale;
2046         float diffusescale = rtlight->diffusescale;
2047         float specularscale = rtlight->specularscale;
2048         // this is the location of the light in view space
2049         vec3_t viewlightorigin;
2050         // this transforms from view space (camera) to light space (cubemap)
2051         matrix4x4_t viewtolight;
2052         matrix4x4_t lighttoview;
2053         float viewtolight16f[16];
2054         // light source
2055         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2056         if (rtlight->currentcubemap != r_texture_whitecube)
2057                 permutation |= SHADERPERMUTATION_CUBEFILTER;
2058         if (diffusescale > 0)
2059                 permutation |= SHADERPERMUTATION_DIFFUSE;
2060         if (specularscale > 0 && r_shadow_gloss.integer > 0)
2061                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2062         if (r_shadow_usingshadowmap2d)
2063         {
2064                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2065                 if (r_shadow_shadowmapvsdct)
2066                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2067
2068                 if (r_shadow_shadowmap2ddepthbuffer)
2069                         permutation |= SHADERPERMUTATION_DEPTHRGB;
2070         }
2071         if (vid.allowalphatocoverage)
2072                 GL_AlphaToCoverage(false);
2073         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2074         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2075         Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2076         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2077         switch(vid.renderpath)
2078         {
2079         case RENDERPATH_GL32:
2080         case RENDERPATH_GLES2:
2081                 R_SetupShader_SetPermutationGLSL(mode, permutation);
2082                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2083                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
2084                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2085                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2086                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2087                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2088                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2089                 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);
2090                 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]);
2091                 if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
2092
2093                 if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
2094                 if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
2095                 if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
2096                 if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
2097                 if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
2098                 break;
2099         }
2100 }
2101
2102 #define SKINFRAME_HASH 1024
2103
2104 typedef struct
2105 {
2106         unsigned int loadsequence; // incremented each level change
2107         memexpandablearray_t array;
2108         skinframe_t *hash[SKINFRAME_HASH];
2109 }
2110 r_skinframe_t;
2111 r_skinframe_t r_skinframe;
2112
2113 void R_SkinFrame_PrepareForPurge(void)
2114 {
2115         r_skinframe.loadsequence++;
2116         // wrap it without hitting zero
2117         if (r_skinframe.loadsequence >= 200)
2118                 r_skinframe.loadsequence = 1;
2119 }
2120
2121 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2122 {
2123         if (!skinframe)
2124                 return;
2125         // mark the skinframe as used for the purging code
2126         skinframe->loadsequence = r_skinframe.loadsequence;
2127 }
2128
2129 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2130 {
2131         if (s == NULL)
2132                 return;
2133         if (s->merged == s->base)
2134                 s->merged = NULL;
2135         R_PurgeTexture(s->stain); s->stain = NULL;
2136         R_PurgeTexture(s->merged); s->merged = NULL;
2137         R_PurgeTexture(s->base); s->base = NULL;
2138         R_PurgeTexture(s->pants); s->pants = NULL;
2139         R_PurgeTexture(s->shirt); s->shirt = NULL;
2140         R_PurgeTexture(s->nmap); s->nmap = NULL;
2141         R_PurgeTexture(s->gloss); s->gloss = NULL;
2142         R_PurgeTexture(s->glow); s->glow = NULL;
2143         R_PurgeTexture(s->fog); s->fog = NULL;
2144         R_PurgeTexture(s->reflect); s->reflect = NULL;
2145         s->loadsequence = 0;
2146 }
2147
2148 void R_SkinFrame_Purge(void)
2149 {
2150         int i;
2151         skinframe_t *s;
2152         for (i = 0;i < SKINFRAME_HASH;i++)
2153         {
2154                 for (s = r_skinframe.hash[i];s;s = s->next)
2155                 {
2156                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2157                                 R_SkinFrame_PurgeSkinFrame(s);
2158                 }
2159         }
2160 }
2161
2162 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2163         skinframe_t *item;
2164         char basename[MAX_QPATH];
2165
2166         Image_StripImageExtension(name, basename, sizeof(basename));
2167
2168         if( last == NULL ) {
2169                 int hashindex;
2170                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2171                 item = r_skinframe.hash[hashindex];
2172         } else {
2173                 item = last->next;
2174         }
2175
2176         // linearly search through the hash bucket
2177         for( ; item ; item = item->next ) {
2178                 if( !strcmp( item->basename, basename ) ) {
2179                         return item;
2180                 }
2181         }
2182         return NULL;
2183 }
2184
2185 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2186 {
2187         skinframe_t *item;
2188         int hashindex;
2189         char basename[MAX_QPATH];
2190
2191         Image_StripImageExtension(name, basename, sizeof(basename));
2192
2193         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2194         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2195                 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
2196                         break;
2197
2198         if (!item)
2199         {
2200                 if (!add)
2201                         return NULL;
2202                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2203                 memset(item, 0, sizeof(*item));
2204                 strlcpy(item->basename, basename, sizeof(item->basename));
2205                 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
2206                 item->comparewidth = comparewidth;
2207                 item->compareheight = compareheight;
2208                 item->comparecrc = comparecrc;
2209                 item->next = r_skinframe.hash[hashindex];
2210                 r_skinframe.hash[hashindex] = item;
2211         }
2212         else if (textureflags & TEXF_FORCE_RELOAD)
2213         {
2214                 if (!add)
2215                         return NULL;
2216                 R_SkinFrame_PurgeSkinFrame(item);
2217         }
2218
2219         R_SkinFrame_MarkUsed(item);
2220         return item;
2221 }
2222
2223 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2224         { \
2225                 unsigned long long avgcolor[5], wsum; \
2226                 int pix, comp, w; \
2227                 avgcolor[0] = 0; \
2228                 avgcolor[1] = 0; \
2229                 avgcolor[2] = 0; \
2230                 avgcolor[3] = 0; \
2231                 avgcolor[4] = 0; \
2232                 wsum = 0; \
2233                 for(pix = 0; pix < cnt; ++pix) \
2234                 { \
2235                         w = 0; \
2236                         for(comp = 0; comp < 3; ++comp) \
2237                                 w += getpixel; \
2238                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2239                         { \
2240                                 ++wsum; \
2241                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2242                                 w = getpixel; \
2243                                 for(comp = 0; comp < 3; ++comp) \
2244                                         avgcolor[comp] += getpixel * w; \
2245                                 avgcolor[3] += w; \
2246                         } \
2247                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2248                         avgcolor[4] += getpixel; \
2249                 } \
2250                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2251                         avgcolor[3] = 1; \
2252                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2253                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2254                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2255                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2256         }
2257
2258 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2259 {
2260         skinframe_t *skinframe;
2261
2262         if (cls.state == ca_dedicated)
2263                 return NULL;
2264
2265         // return an existing skinframe if already loaded
2266         // if loading of the first image fails, don't make a new skinframe as it
2267         // would cause all future lookups of this to be missing
2268         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, -1, false);
2269         if (skinframe && skinframe->base)
2270                 return skinframe;
2271
2272         return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2273 }
2274
2275 extern cvar_t gl_picmip;
2276 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2277 {
2278         int j;
2279         unsigned char *pixels;
2280         unsigned char *bumppixels;
2281         unsigned char *basepixels = NULL;
2282         int basepixels_width = 0;
2283         int basepixels_height = 0;
2284         rtexture_t *ddsbase = NULL;
2285         qboolean ddshasalpha = false;
2286         float ddsavgcolor[4];
2287         char basename[MAX_QPATH];
2288         int miplevel = R_PicmipForFlags(textureflags);
2289         int savemiplevel = miplevel;
2290         int mymiplevel;
2291         char vabuf[1024];
2292
2293         if (cls.state == ca_dedicated)
2294                 return NULL;
2295
2296         Image_StripImageExtension(name, basename, sizeof(basename));
2297
2298         // check for DDS texture file first
2299         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2300         {
2301                 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2302                 if (basepixels == NULL && fallbacknotexture)
2303                         basepixels = Image_GenerateNoTexture();
2304                 if (basepixels == NULL)
2305                         return NULL;
2306         }
2307
2308         // FIXME handle miplevel
2309
2310         if (developer_loading.integer)
2311                 Con_Printf("loading skin \"%s\"\n", name);
2312
2313         // we've got some pixels to store, so really allocate this new texture now
2314         if (!skinframe)
2315                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2316         textureflags &= ~TEXF_FORCE_RELOAD;
2317         skinframe->stain = NULL;
2318         skinframe->merged = NULL;
2319         skinframe->base = NULL;
2320         skinframe->pants = NULL;
2321         skinframe->shirt = NULL;
2322         skinframe->nmap = NULL;
2323         skinframe->gloss = NULL;
2324         skinframe->glow = NULL;
2325         skinframe->fog = NULL;
2326         skinframe->reflect = NULL;
2327         skinframe->hasalpha = false;
2328         // we could store the q2animname here too
2329
2330         if (ddsbase)
2331         {
2332                 skinframe->base = ddsbase;
2333                 skinframe->hasalpha = ddshasalpha;
2334                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2335                 if (r_loadfog && skinframe->hasalpha)
2336                         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);
2337                 //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]);
2338         }
2339         else
2340         {
2341                 basepixels_width = image_width;
2342                 basepixels_height = image_height;
2343                 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);
2344                 if (textureflags & TEXF_ALPHA)
2345                 {
2346                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2347                         {
2348                                 if (basepixels[j] < 255)
2349                                 {
2350                                         skinframe->hasalpha = true;
2351                                         break;
2352                                 }
2353                         }
2354                         if (r_loadfog && skinframe->hasalpha)
2355                         {
2356                                 // has transparent pixels
2357                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2358                                 for (j = 0;j < image_width * image_height * 4;j += 4)
2359                                 {
2360                                         pixels[j+0] = 255;
2361                                         pixels[j+1] = 255;
2362                                         pixels[j+2] = 255;
2363                                         pixels[j+3] = basepixels[j+3];
2364                                 }
2365                                 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);
2366                                 Mem_Free(pixels);
2367                         }
2368                 }
2369                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2370 #ifndef USE_GLES2
2371                 //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]);
2372                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
2373                         R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2374                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
2375                         R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2376 #endif
2377         }
2378
2379         if (r_loaddds)
2380         {
2381                 mymiplevel = savemiplevel;
2382                 if (r_loadnormalmap)
2383                         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);
2384                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2385                 if (r_loadgloss)
2386                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2387                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2388                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2389                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2390         }
2391
2392         // _norm is the name used by tenebrae and has been adopted as standard
2393         if (r_loadnormalmap && skinframe->nmap == NULL)
2394         {
2395                 mymiplevel = savemiplevel;
2396                 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2397                 {
2398                         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);
2399                         Mem_Free(pixels);
2400                         pixels = NULL;
2401                 }
2402                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2403                 {
2404                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2405                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2406                         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);
2407                         Mem_Free(pixels);
2408                         Mem_Free(bumppixels);
2409                 }
2410                 else if (r_shadow_bumpscale_basetexture.value > 0)
2411                 {
2412                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2413                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2414                         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);
2415                         Mem_Free(pixels);
2416                 }
2417 #ifndef USE_GLES2
2418                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
2419                         R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2420 #endif
2421         }
2422
2423         // _luma is supported only for tenebrae compatibility
2424         // _glow is the preferred name
2425         mymiplevel = savemiplevel;
2426         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))))
2427         {
2428                 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);
2429 #ifndef USE_GLES2
2430                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
2431                         R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2432 #endif
2433                 Mem_Free(pixels);pixels = NULL;
2434         }
2435
2436         mymiplevel = savemiplevel;
2437         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2438         {
2439                 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);
2440 #ifndef USE_GLES2
2441                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
2442                         R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2443 #endif
2444                 Mem_Free(pixels);
2445                 pixels = NULL;
2446         }
2447
2448         mymiplevel = savemiplevel;
2449         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2450         {
2451                 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);
2452 #ifndef USE_GLES2
2453                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
2454                         R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2455 #endif
2456                 Mem_Free(pixels);
2457                 pixels = NULL;
2458         }
2459
2460         mymiplevel = savemiplevel;
2461         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2462         {
2463                 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);
2464 #ifndef USE_GLES2
2465                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
2466                         R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2467 #endif
2468                 Mem_Free(pixels);
2469                 pixels = NULL;
2470         }
2471
2472         mymiplevel = savemiplevel;
2473         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2474         {
2475                 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);
2476 #ifndef USE_GLES2
2477                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
2478                         R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2479 #endif
2480                 Mem_Free(pixels);
2481                 pixels = NULL;
2482         }
2483
2484         if (basepixels)
2485                 Mem_Free(basepixels);
2486
2487         return skinframe;
2488 }
2489
2490 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2491 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
2492 {
2493         int i;
2494         skinframe_t *skinframe;
2495         char vabuf[1024];
2496
2497         if (cls.state == ca_dedicated)
2498                 return NULL;
2499
2500         // if already loaded just return it, otherwise make a new skinframe
2501         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height*4) : -1, true);
2502         if (skinframe->base)
2503                 return skinframe;
2504         textureflags &= ~TEXF_FORCE_RELOAD;
2505
2506         skinframe->stain = NULL;
2507         skinframe->merged = NULL;
2508         skinframe->base = NULL;
2509         skinframe->pants = NULL;
2510         skinframe->shirt = NULL;
2511         skinframe->nmap = NULL;
2512         skinframe->gloss = NULL;
2513         skinframe->glow = NULL;
2514         skinframe->fog = NULL;
2515         skinframe->reflect = NULL;
2516         skinframe->hasalpha = false;
2517
2518         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2519         if (!skindata)
2520                 return NULL;
2521
2522         if (developer_loading.integer)
2523                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2524
2525         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2526         {
2527                 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2528                 unsigned char *b = a + width * height * 4;
2529                 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2530                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2531                 Mem_Free(a);
2532         }
2533         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2534         if (textureflags & TEXF_ALPHA)
2535         {
2536                 for (i = 3;i < width * height * 4;i += 4)
2537                 {
2538                         if (skindata[i] < 255)
2539                         {
2540                                 skinframe->hasalpha = true;
2541                                 break;
2542                         }
2543                 }
2544                 if (r_loadfog && skinframe->hasalpha)
2545                 {
2546                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2547                         memcpy(fogpixels, skindata, width * height * 4);
2548                         for (i = 0;i < width * height * 4;i += 4)
2549                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2550                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2551                         Mem_Free(fogpixels);
2552                 }
2553         }
2554
2555         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2556         //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]);
2557
2558         return skinframe;
2559 }
2560
2561 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2562 {
2563         int i;
2564         int featuresmask;
2565         skinframe_t *skinframe;
2566
2567         if (cls.state == ca_dedicated)
2568                 return NULL;
2569
2570         // if already loaded just return it, otherwise make a new skinframe
2571         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height) : -1, true);
2572         if (skinframe->base)
2573                 return skinframe;
2574         //textureflags &= ~TEXF_FORCE_RELOAD;
2575
2576         skinframe->stain = NULL;
2577         skinframe->merged = NULL;
2578         skinframe->base = NULL;
2579         skinframe->pants = NULL;
2580         skinframe->shirt = NULL;
2581         skinframe->nmap = NULL;
2582         skinframe->gloss = NULL;
2583         skinframe->glow = NULL;
2584         skinframe->fog = NULL;
2585         skinframe->reflect = NULL;
2586         skinframe->hasalpha = false;
2587
2588         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2589         if (!skindata)
2590                 return NULL;
2591
2592         if (developer_loading.integer)
2593                 Con_Printf("loading quake skin \"%s\"\n", name);
2594
2595         // 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)
2596         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2597         memcpy(skinframe->qpixels, skindata, width*height);
2598         skinframe->qwidth = width;
2599         skinframe->qheight = height;
2600
2601         featuresmask = 0;
2602         for (i = 0;i < width * height;i++)
2603                 featuresmask |= palette_featureflags[skindata[i]];
2604
2605         skinframe->hasalpha = false;
2606         // fence textures
2607         if (name[0] == '{')
2608                 skinframe->hasalpha = true;
2609         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2610         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2611         skinframe->qgeneratemerged = true;
2612         skinframe->qgeneratebase = skinframe->qhascolormapping;
2613         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2614
2615         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2616         //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]);
2617
2618         return skinframe;
2619 }
2620
2621 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2622 {
2623         int width;
2624         int height;
2625         unsigned char *skindata;
2626         char vabuf[1024];
2627
2628         if (!skinframe->qpixels)
2629                 return;
2630
2631         if (!skinframe->qhascolormapping)
2632                 colormapped = false;
2633
2634         if (colormapped)
2635         {
2636                 if (!skinframe->qgeneratebase)
2637                         return;
2638         }
2639         else
2640         {
2641                 if (!skinframe->qgeneratemerged)
2642                         return;
2643         }
2644
2645         width = skinframe->qwidth;
2646         height = skinframe->qheight;
2647         skindata = skinframe->qpixels;
2648
2649         if (skinframe->qgeneratenmap)
2650         {
2651                 unsigned char *a, *b;
2652                 skinframe->qgeneratenmap = false;
2653                 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2654                 b = a + width * height * 4;
2655                 // use either a custom palette or the quake palette
2656                 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2657                 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2658                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2659                 Mem_Free(a);
2660         }
2661
2662         if (skinframe->qgenerateglow)
2663         {
2664                 skinframe->qgenerateglow = false;
2665                 if (skinframe->hasalpha) // fence textures
2666                         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 | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2667                 else
2668                         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
2669         }
2670
2671         if (colormapped)
2672         {
2673                 skinframe->qgeneratebase = false;
2674                 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);
2675                 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);
2676                 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);
2677         }
2678         else
2679         {
2680                 skinframe->qgeneratemerged = false;
2681                 if (skinframe->hasalpha) // fence textures
2682                         skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2683                 else
2684                         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);
2685         }
2686
2687         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2688         {
2689                 Mem_Free(skinframe->qpixels);
2690                 skinframe->qpixels = NULL;
2691         }
2692 }
2693
2694 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)
2695 {
2696         int i;
2697         skinframe_t *skinframe;
2698         char vabuf[1024];
2699
2700         if (cls.state == ca_dedicated)
2701                 return NULL;
2702
2703         // if already loaded just return it, otherwise make a new skinframe
2704         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2705         if (skinframe->base)
2706                 return skinframe;
2707         textureflags &= ~TEXF_FORCE_RELOAD;
2708
2709         skinframe->stain = NULL;
2710         skinframe->merged = NULL;
2711         skinframe->base = NULL;
2712         skinframe->pants = NULL;
2713         skinframe->shirt = NULL;
2714         skinframe->nmap = NULL;
2715         skinframe->gloss = NULL;
2716         skinframe->glow = NULL;
2717         skinframe->fog = NULL;
2718         skinframe->reflect = NULL;
2719         skinframe->hasalpha = false;
2720
2721         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2722         if (!skindata)
2723                 return NULL;
2724
2725         if (developer_loading.integer)
2726                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2727
2728         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2729         if ((textureflags & TEXF_ALPHA) && alphapalette)
2730         {
2731                 for (i = 0;i < width * height;i++)
2732                 {
2733                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2734                         {
2735                                 skinframe->hasalpha = true;
2736                                 break;
2737                         }
2738                 }
2739                 if (r_loadfog && skinframe->hasalpha)
2740                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2741         }
2742
2743         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2744         //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]);
2745
2746         return skinframe;
2747 }
2748
2749 skinframe_t *R_SkinFrame_LoadMissing(void)
2750 {
2751         skinframe_t *skinframe;
2752
2753         if (cls.state == ca_dedicated)
2754                 return NULL;
2755
2756         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2757         skinframe->stain = NULL;
2758         skinframe->merged = NULL;
2759         skinframe->base = NULL;
2760         skinframe->pants = NULL;
2761         skinframe->shirt = NULL;
2762         skinframe->nmap = NULL;
2763         skinframe->gloss = NULL;
2764         skinframe->glow = NULL;
2765         skinframe->fog = NULL;
2766         skinframe->reflect = NULL;
2767         skinframe->hasalpha = false;
2768
2769         skinframe->avgcolor[0] = rand() / RAND_MAX;
2770         skinframe->avgcolor[1] = rand() / RAND_MAX;
2771         skinframe->avgcolor[2] = rand() / RAND_MAX;
2772         skinframe->avgcolor[3] = 1;
2773
2774         return skinframe;
2775 }
2776
2777 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2778 {
2779         int x, y;
2780         static unsigned char pix[16][16][4];
2781
2782         if (cls.state == ca_dedicated)
2783                 return NULL;
2784
2785         // this makes a light grey/dark grey checkerboard texture
2786         if (!pix[0][0][3])
2787         {
2788                 for (y = 0; y < 16; y++)
2789                 {
2790                         for (x = 0; x < 16; x++)
2791                         {
2792                                 if ((y < 8) ^ (x < 8))
2793                                 {
2794                                         pix[y][x][0] = 128;
2795                                         pix[y][x][1] = 128;
2796                                         pix[y][x][2] = 128;
2797                                         pix[y][x][3] = 255;
2798                                 }
2799                                 else
2800                                 {
2801                                         pix[y][x][0] = 64;
2802                                         pix[y][x][1] = 64;
2803                                         pix[y][x][2] = 64;
2804                                         pix[y][x][3] = 255;
2805                                 }
2806                         }
2807                 }
2808         }
2809
2810         return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, false);
2811 }
2812
2813 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2814 {
2815         skinframe_t *skinframe;
2816         if (cls.state == ca_dedicated)
2817                 return NULL;
2818         // if already loaded just return it, otherwise make a new skinframe
2819         skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : 0, true);
2820         if (skinframe->base)
2821                 return skinframe;
2822         textureflags &= ~TEXF_FORCE_RELOAD;
2823         skinframe->stain = NULL;
2824         skinframe->merged = NULL;
2825         skinframe->base = NULL;
2826         skinframe->pants = NULL;
2827         skinframe->shirt = NULL;
2828         skinframe->nmap = NULL;
2829         skinframe->gloss = NULL;
2830         skinframe->glow = NULL;
2831         skinframe->fog = NULL;
2832         skinframe->reflect = NULL;
2833         skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2834         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2835         if (!tex)
2836                 return NULL;
2837         if (developer_loading.integer)
2838                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2839         skinframe->base = skinframe->merged = tex;
2840         Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2841         return skinframe;
2842 }
2843
2844 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2845 typedef struct suffixinfo_s
2846 {
2847         const char *suffix;
2848         qboolean flipx, flipy, flipdiagonal;
2849 }
2850 suffixinfo_t;
2851 static suffixinfo_t suffix[3][6] =
2852 {
2853         {
2854                 {"px",   false, false, false},
2855                 {"nx",   false, false, false},
2856                 {"py",   false, false, false},
2857                 {"ny",   false, false, false},
2858                 {"pz",   false, false, false},
2859                 {"nz",   false, false, false}
2860         },
2861         {
2862                 {"posx", false, false, false},
2863                 {"negx", false, false, false},
2864                 {"posy", false, false, false},
2865                 {"negy", false, false, false},
2866                 {"posz", false, false, false},
2867                 {"negz", false, false, false}
2868         },
2869         {
2870                 {"rt",    true, false,  true},
2871                 {"lf",   false,  true,  true},
2872                 {"ft",    true,  true, false},
2873                 {"bk",   false, false, false},
2874                 {"up",    true, false,  true},
2875                 {"dn",    true, false,  true}
2876         }
2877 };
2878
2879 static int componentorder[4] = {0, 1, 2, 3};
2880
2881 static rtexture_t *R_LoadCubemap(const char *basename)
2882 {
2883         int i, j, cubemapsize;
2884         unsigned char *cubemappixels, *image_buffer;
2885         rtexture_t *cubemaptexture;
2886         char name[256];
2887         // must start 0 so the first loadimagepixels has no requested width/height
2888         cubemapsize = 0;
2889         cubemappixels = NULL;
2890         cubemaptexture = NULL;
2891         // keep trying different suffix groups (posx, px, rt) until one loads
2892         for (j = 0;j < 3 && !cubemappixels;j++)
2893         {
2894                 // load the 6 images in the suffix group
2895                 for (i = 0;i < 6;i++)
2896                 {
2897                         // generate an image name based on the base and and suffix
2898                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2899                         // load it
2900                         if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2901                         {
2902                                 // an image loaded, make sure width and height are equal
2903                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2904                                 {
2905                                         // if this is the first image to load successfully, allocate the cubemap memory
2906                                         if (!cubemappixels && image_width >= 1)
2907                                         {
2908                                                 cubemapsize = image_width;
2909                                                 // note this clears to black, so unavailable sides are black
2910                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2911                                         }
2912                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2913                                         if (cubemappixels)
2914                                                 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);
2915                                 }
2916                                 else
2917                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2918                                 // free the image
2919                                 Mem_Free(image_buffer);
2920                         }
2921                 }
2922         }
2923         // if a cubemap loaded, upload it
2924         if (cubemappixels)
2925         {
2926                 if (developer_loading.integer)
2927                         Con_Printf("loading cubemap \"%s\"\n", basename);
2928
2929                 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);
2930                 Mem_Free(cubemappixels);
2931         }
2932         else
2933         {
2934                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2935                 if (developer_loading.integer)
2936                 {
2937                         Con_Printf("(tried tried images ");
2938                         for (j = 0;j < 3;j++)
2939                                 for (i = 0;i < 6;i++)
2940                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2941                         Con_Print(" and was unable to find any of them).\n");
2942                 }
2943         }
2944         return cubemaptexture;
2945 }
2946
2947 rtexture_t *R_GetCubemap(const char *basename)
2948 {
2949         int i;
2950         for (i = 0;i < r_texture_numcubemaps;i++)
2951                 if (r_texture_cubemaps[i] != NULL)
2952                         if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2953                                 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2954         if (i >= MAX_CUBEMAPS || !r_main_mempool)
2955                 return r_texture_whitecube;
2956         r_texture_numcubemaps++;
2957         r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2958         strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2959         r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2960         return r_texture_cubemaps[i]->texture;
2961 }
2962
2963 static void R_Main_FreeViewCache(void)
2964 {
2965         if (r_refdef.viewcache.entityvisible)
2966                 Mem_Free(r_refdef.viewcache.entityvisible);
2967         if (r_refdef.viewcache.world_pvsbits)
2968                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2969         if (r_refdef.viewcache.world_leafvisible)
2970                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2971         if (r_refdef.viewcache.world_surfacevisible)
2972                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2973         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2974 }
2975
2976 static void R_Main_ResizeViewCache(void)
2977 {
2978         int numentities = r_refdef.scene.numentities;
2979         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2980         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2981         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2982         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2983         if (r_refdef.viewcache.maxentities < numentities)
2984         {
2985                 r_refdef.viewcache.maxentities = numentities;
2986                 if (r_refdef.viewcache.entityvisible)
2987                         Mem_Free(r_refdef.viewcache.entityvisible);
2988                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2989         }
2990         if (r_refdef.viewcache.world_numclusters != numclusters)
2991         {
2992                 r_refdef.viewcache.world_numclusters = numclusters;
2993                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2994                 if (r_refdef.viewcache.world_pvsbits)
2995                         Mem_Free(r_refdef.viewcache.world_pvsbits);
2996                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2997         }
2998         if (r_refdef.viewcache.world_numleafs != numleafs)
2999         {
3000                 r_refdef.viewcache.world_numleafs = numleafs;
3001                 if (r_refdef.viewcache.world_leafvisible)
3002                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3003                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3004         }
3005         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3006         {
3007                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3008                 if (r_refdef.viewcache.world_surfacevisible)
3009                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3010                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3011         }
3012 }
3013
3014 extern rtexture_t *loadingscreentexture;
3015 static void gl_main_start(void)
3016 {
3017         loadingscreentexture = NULL;
3018         r_texture_blanknormalmap = NULL;
3019         r_texture_white = NULL;
3020         r_texture_grey128 = NULL;
3021         r_texture_black = NULL;
3022         r_texture_whitecube = NULL;
3023         r_texture_normalizationcube = NULL;
3024         r_texture_fogattenuation = NULL;
3025         r_texture_fogheighttexture = NULL;
3026         r_texture_gammaramps = NULL;
3027         r_texture_numcubemaps = 0;
3028         r_uniformbufferalignment = 32;
3029
3030         r_loaddds = r_texture_dds_load.integer != 0;
3031         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3032
3033         switch(vid.renderpath)
3034         {
3035         case RENDERPATH_GL32:
3036         case RENDERPATH_GLES2:
3037                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3038                 Cvar_SetValueQuick(&gl_combine, 1);
3039                 Cvar_SetValueQuick(&r_glsl, 1);
3040                 r_loadnormalmap = true;
3041                 r_loadgloss = true;
3042                 r_loadfog = false;
3043 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3044                 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3045 #endif
3046                 break;
3047         }
3048
3049         R_AnimCache_Free();
3050         R_FrameData_Reset();
3051         R_BufferData_Reset();
3052
3053         r_numqueries = 0;
3054         r_maxqueries = 0;
3055         memset(r_queries, 0, sizeof(r_queries));
3056
3057         r_qwskincache = NULL;
3058         r_qwskincache_size = 0;
3059
3060         // due to caching of texture_t references, the collision cache must be reset
3061         Collision_Cache_Reset(true);
3062
3063         // set up r_skinframe loading system for textures
3064         memset(&r_skinframe, 0, sizeof(r_skinframe));
3065         r_skinframe.loadsequence = 1;
3066         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3067
3068         r_main_texturepool = R_AllocTexturePool();
3069         R_BuildBlankTextures();
3070         R_BuildNoTexture();
3071         R_BuildWhiteCube();
3072         R_BuildNormalizationCube();
3073         r_texture_fogattenuation = NULL;
3074         r_texture_fogheighttexture = NULL;
3075         r_texture_gammaramps = NULL;
3076         //r_texture_fogintensity = NULL;
3077         memset(&r_fb, 0, sizeof(r_fb));
3078         Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3079         r_glsl_permutation = NULL;
3080         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3081         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3082         memset(&r_svbsp, 0, sizeof (r_svbsp));
3083
3084         memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3085         r_texture_numcubemaps = 0;
3086
3087         r_refdef.fogmasktable_density = 0;
3088
3089 #ifdef __ANDROID__
3090         // For Steelstorm Android
3091         // FIXME CACHE the program and reload
3092         // FIXME see possible combinations for SS:BR android
3093         Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3094         R_SetupShader_SetPermutationGLSL(0, 12);
3095         R_SetupShader_SetPermutationGLSL(0, 13);
3096         R_SetupShader_SetPermutationGLSL(0, 8388621);
3097         R_SetupShader_SetPermutationGLSL(3, 0);
3098         R_SetupShader_SetPermutationGLSL(3, 2048);
3099         R_SetupShader_SetPermutationGLSL(5, 0);
3100         R_SetupShader_SetPermutationGLSL(5, 2);
3101         R_SetupShader_SetPermutationGLSL(5, 2048);
3102         R_SetupShader_SetPermutationGLSL(5, 8388608);
3103         R_SetupShader_SetPermutationGLSL(11, 1);
3104         R_SetupShader_SetPermutationGLSL(11, 2049);
3105         R_SetupShader_SetPermutationGLSL(11, 8193);
3106         R_SetupShader_SetPermutationGLSL(11, 10241);
3107         Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3108 #endif
3109 }
3110
3111 static void gl_main_shutdown(void)
3112 {
3113         R_RenderTarget_FreeUnused(true);
3114         Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3115         R_AnimCache_Free();
3116         R_FrameData_Reset();
3117         R_BufferData_Reset();
3118
3119         R_Main_FreeViewCache();
3120
3121         switch(vid.renderpath)
3122         {
3123         case RENDERPATH_GL32:
3124         case RENDERPATH_GLES2:
3125 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
3126                 if (r_maxqueries)
3127                         qglDeleteQueriesARB(r_maxqueries, r_queries);
3128 #endif
3129                 break;
3130         }
3131
3132         r_numqueries = 0;
3133         r_maxqueries = 0;
3134         memset(r_queries, 0, sizeof(r_queries));
3135
3136         r_qwskincache = NULL;
3137         r_qwskincache_size = 0;
3138
3139         // clear out the r_skinframe state
3140         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3141         memset(&r_skinframe, 0, sizeof(r_skinframe));
3142
3143         if (r_svbsp.nodes)
3144                 Mem_Free(r_svbsp.nodes);
3145         memset(&r_svbsp, 0, sizeof (r_svbsp));
3146         R_FreeTexturePool(&r_main_texturepool);
3147         loadingscreentexture = NULL;
3148         r_texture_blanknormalmap = NULL;
3149         r_texture_white = NULL;
3150         r_texture_grey128 = NULL;
3151         r_texture_black = NULL;
3152         r_texture_whitecube = NULL;
3153         r_texture_normalizationcube = NULL;
3154         r_texture_fogattenuation = NULL;
3155         r_texture_fogheighttexture = NULL;
3156         r_texture_gammaramps = NULL;
3157         r_texture_numcubemaps = 0;
3158         //r_texture_fogintensity = NULL;
3159         memset(&r_fb, 0, sizeof(r_fb));
3160         R_GLSL_Restart_f();
3161
3162         r_glsl_permutation = NULL;
3163         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3164         Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3165 }
3166
3167 static void gl_main_newmap(void)
3168 {
3169         // FIXME: move this code to client
3170         char *entities, entname[MAX_QPATH];
3171         if (r_qwskincache)
3172                 Mem_Free(r_qwskincache);
3173         r_qwskincache = NULL;
3174         r_qwskincache_size = 0;
3175         if (cl.worldmodel)
3176         {
3177                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3178                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3179                 {
3180                         CL_ParseEntityLump(entities);
3181                         Mem_Free(entities);
3182                         return;
3183                 }
3184                 if (cl.worldmodel->brush.entities)
3185                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3186         }
3187         R_Main_FreeViewCache();
3188
3189         R_FrameData_Reset();
3190         R_BufferData_Reset();
3191 }
3192
3193 void GL_Main_Init(void)
3194 {
3195         int i;
3196         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3197         R_InitShaderModeInfo();
3198
3199         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3200         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3201         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3202         if (gamemode == GAME_NEHAHRA)
3203         {
3204                 Cvar_RegisterVariable (&gl_fogenable);
3205                 Cvar_RegisterVariable (&gl_fogdensity);
3206                 Cvar_RegisterVariable (&gl_fogred);
3207                 Cvar_RegisterVariable (&gl_foggreen);
3208                 Cvar_RegisterVariable (&gl_fogblue);
3209                 Cvar_RegisterVariable (&gl_fogstart);
3210                 Cvar_RegisterVariable (&gl_fogend);
3211                 Cvar_RegisterVariable (&gl_skyclip);
3212         }
3213         Cvar_RegisterVariable(&r_motionblur);
3214         Cvar_RegisterVariable(&r_damageblur);
3215         Cvar_RegisterVariable(&r_motionblur_averaging);
3216         Cvar_RegisterVariable(&r_motionblur_randomize);
3217         Cvar_RegisterVariable(&r_motionblur_minblur);
3218         Cvar_RegisterVariable(&r_motionblur_maxblur);
3219         Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3220         Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3221         Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3222         Cvar_RegisterVariable(&r_motionblur_mousefactor);
3223         Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3224         Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3225         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3226         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3227         Cvar_RegisterVariable(&r_equalize_entities_by);
3228         Cvar_RegisterVariable(&r_equalize_entities_to);
3229         Cvar_RegisterVariable(&r_depthfirst);
3230         Cvar_RegisterVariable(&r_useinfinitefarclip);
3231         Cvar_RegisterVariable(&r_farclip_base);
3232         Cvar_RegisterVariable(&r_farclip_world);
3233         Cvar_RegisterVariable(&r_nearclip);
3234         Cvar_RegisterVariable(&r_deformvertexes);
3235         Cvar_RegisterVariable(&r_transparent);
3236         Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3237         Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3238         Cvar_RegisterVariable(&r_transparent_useplanardistance);
3239         Cvar_RegisterVariable(&r_showoverdraw);
3240         Cvar_RegisterVariable(&r_showbboxes);
3241         Cvar_RegisterVariable(&r_showbboxes_client);
3242         Cvar_RegisterVariable(&r_showsurfaces);
3243         Cvar_RegisterVariable(&r_showtris);
3244         Cvar_RegisterVariable(&r_shownormals);
3245         Cvar_RegisterVariable(&r_showlighting);
3246         Cvar_RegisterVariable(&r_showcollisionbrushes);
3247         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3248         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3249         Cvar_RegisterVariable(&r_showdisabledepthtest);
3250         Cvar_RegisterVariable(&r_showspriteedges);
3251         Cvar_RegisterVariable(&r_showparticleedges);
3252         Cvar_RegisterVariable(&r_drawportals);
3253         Cvar_RegisterVariable(&r_drawentities);
3254         Cvar_RegisterVariable(&r_draw2d);
3255         Cvar_RegisterVariable(&r_drawworld);
3256         Cvar_RegisterVariable(&r_cullentities_trace);
3257         Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3258         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3259         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3260         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3261         Cvar_RegisterVariable(&r_cullentities_trace_expand);
3262         Cvar_RegisterVariable(&r_cullentities_trace_pad);
3263         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3264         Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3265         Cvar_RegisterVariable(&r_sortentities);
3266         Cvar_RegisterVariable(&r_drawviewmodel);
3267         Cvar_RegisterVariable(&r_drawexteriormodel);
3268         Cvar_RegisterVariable(&r_speeds);
3269         Cvar_RegisterVariable(&r_fullbrights);
3270         Cvar_RegisterVariable(&r_wateralpha);
3271         Cvar_RegisterVariable(&r_dynamic);
3272         Cvar_RegisterVariable(&r_fakelight);
3273         Cvar_RegisterVariable(&r_fakelight_intensity);
3274         Cvar_RegisterVariable(&r_fullbright_directed);
3275         Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3276         Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3277         Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3278         Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3279         Cvar_RegisterVariable(&r_fullbright);
3280         Cvar_RegisterVariable(&r_shadows);
3281         Cvar_RegisterVariable(&r_shadows_darken);
3282         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3283         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3284         Cvar_RegisterVariable(&r_shadows_throwdistance);
3285         Cvar_RegisterVariable(&r_shadows_throwdirection);
3286         Cvar_RegisterVariable(&r_shadows_focus);
3287         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3288         Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3289         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3290         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3291         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3292         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3293         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3294         Cvar_RegisterVariable(&r_fog_exp2);
3295         Cvar_RegisterVariable(&r_fog_clear);
3296         Cvar_RegisterVariable(&r_drawfog);
3297         Cvar_RegisterVariable(&r_transparentdepthmasking);
3298         Cvar_RegisterVariable(&r_transparent_sortmindist);
3299         Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3300         Cvar_RegisterVariable(&r_transparent_sortarraysize);
3301         Cvar_RegisterVariable(&r_texture_dds_load);
3302         Cvar_RegisterVariable(&r_texture_dds_save);
3303         Cvar_RegisterVariable(&r_textureunits);
3304         Cvar_RegisterVariable(&gl_combine);
3305         Cvar_RegisterVariable(&r_usedepthtextures);
3306         Cvar_RegisterVariable(&r_viewfbo);
3307         Cvar_RegisterVariable(&r_rendertarget_debug);
3308         Cvar_RegisterVariable(&r_viewscale);
3309         Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3310         Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3311         Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3312         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3313         Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3314         Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3315         Cvar_RegisterVariable(&r_glsl);
3316         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3317         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3318         Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3319         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3320         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3321         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3322         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3323         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3324         Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3325         Cvar_RegisterVariable(&r_glsl_postprocess);
3326         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3327         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3328         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3329         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3330         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3331         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3332         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3333         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3334         Cvar_RegisterVariable(&r_celshading);
3335         Cvar_RegisterVariable(&r_celoutlines);
3336
3337         Cvar_RegisterVariable(&r_water);
3338         Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3339         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3340         Cvar_RegisterVariable(&r_water_clippingplanebias);
3341         Cvar_RegisterVariable(&r_water_refractdistort);
3342         Cvar_RegisterVariable(&r_water_reflectdistort);
3343         Cvar_RegisterVariable(&r_water_scissormode);
3344         Cvar_RegisterVariable(&r_water_lowquality);
3345         Cvar_RegisterVariable(&r_water_hideplayer);
3346
3347         Cvar_RegisterVariable(&r_lerpsprites);
3348         Cvar_RegisterVariable(&r_lerpmodels);
3349         Cvar_RegisterVariable(&r_lerplightstyles);
3350         Cvar_RegisterVariable(&r_waterscroll);
3351         Cvar_RegisterVariable(&r_bloom);
3352         Cvar_RegisterVariable(&r_bloom_colorscale);
3353         Cvar_RegisterVariable(&r_bloom_brighten);
3354         Cvar_RegisterVariable(&r_bloom_blur);
3355         Cvar_RegisterVariable(&r_bloom_resolution);
3356         Cvar_RegisterVariable(&r_bloom_colorexponent);
3357         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3358         Cvar_RegisterVariable(&r_bloom_scenebrightness);
3359         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3360         Cvar_RegisterVariable(&r_hdr_glowintensity);
3361         Cvar_RegisterVariable(&r_hdr_irisadaptation);
3362         Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3363         Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3364         Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3365         Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3366         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3367         Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3368         Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3369         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3370         Cvar_RegisterVariable(&developer_texturelogging);
3371         Cvar_RegisterVariable(&gl_lightmaps);
3372         Cvar_RegisterVariable(&r_test);
3373         Cvar_RegisterVariable(&r_batch_multidraw);
3374         Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3375         Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3376         Cvar_RegisterVariable(&r_glsl_skeletal);
3377         Cvar_RegisterVariable(&r_glsl_saturation);
3378         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3379         Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3380         Cvar_RegisterVariable(&r_framedatasize);
3381         for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3382                 Cvar_RegisterVariable(&r_buffermegs[i]);
3383         Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3384         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3385                 Cvar_SetValue("r_fullbrights", 0);
3386 #ifdef DP_MOBILETOUCH
3387         // GLES devices have terrible depth precision in general, so...
3388         Cvar_SetValueQuick(&r_nearclip, 4);
3389         Cvar_SetValueQuick(&r_farclip_base, 4096);
3390         Cvar_SetValueQuick(&r_farclip_world, 0);
3391         Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3392 #endif
3393         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3394 }
3395
3396 void Render_Init(void)
3397 {
3398         gl_backend_init();
3399         R_Textures_Init();
3400         GL_Main_Init();
3401         Font_Init();
3402         GL_Draw_Init();
3403         R_Shadow_Init();
3404         R_Sky_Init();
3405         GL_Surf_Init();
3406         Sbar_Init();
3407         R_Particles_Init();
3408         R_Explosion_Init();
3409         R_LightningBeams_Init();
3410         Mod_RenderInit();
3411 }
3412
3413 /*
3414 ===============
3415 GL_Init
3416 ===============
3417 */
3418 #ifndef USE_GLES2
3419 extern char *ENGINE_EXTENSIONS;
3420 void GL_Init (void)
3421 {
3422         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3423         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3424         gl_version = (const char *)qglGetString(GL_VERSION);
3425         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3426
3427         if (!gl_extensions)
3428                 gl_extensions = "";
3429         if (!gl_platformextensions)
3430                 gl_platformextensions = "";
3431
3432         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3433         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3434         Con_Printf("GL_VERSION: %s\n", gl_version);
3435         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3436         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3437
3438         VID_CheckExtensions();
3439
3440         // LordHavoc: report supported extensions
3441 #ifdef CONFIG_MENU
3442         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3443 #else
3444         Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
3445 #endif
3446
3447         // clear to black (loading plaque will be seen over this)
3448         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
3449 }
3450 #endif
3451
3452 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3453 {
3454         int i;
3455         mplane_t *p;
3456         if (r_trippy.integer)
3457                 return false;
3458         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3459         {
3460                 p = r_refdef.view.frustum + i;
3461                 switch(p->signbits)
3462                 {
3463                 default:
3464                 case 0:
3465                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3466                                 return true;
3467                         break;
3468                 case 1:
3469                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3470                                 return true;
3471                         break;
3472                 case 2:
3473                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3474                                 return true;
3475                         break;
3476                 case 3:
3477                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3478                                 return true;
3479                         break;
3480                 case 4:
3481                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3482                                 return true;
3483                         break;
3484                 case 5:
3485                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3486                                 return true;
3487                         break;
3488                 case 6:
3489                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3490                                 return true;
3491                         break;
3492                 case 7:
3493                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3494                                 return true;
3495                         break;
3496                 }
3497         }
3498         return false;
3499 }
3500
3501 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3502 {
3503         int i;
3504         const mplane_t *p;
3505         if (r_trippy.integer)
3506                 return false;
3507         for (i = 0;i < numplanes;i++)
3508         {
3509                 p = planes + i;
3510                 switch(p->signbits)
3511                 {
3512                 default:
3513                 case 0:
3514                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3515                                 return true;
3516                         break;
3517                 case 1:
3518                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3519                                 return true;
3520                         break;
3521                 case 2:
3522                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3523                                 return true;
3524                         break;
3525                 case 3:
3526                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3527                                 return true;
3528                         break;
3529                 case 4:
3530                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3531                                 return true;
3532                         break;
3533                 case 5:
3534                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3535                                 return true;
3536                         break;
3537                 case 6:
3538                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3539                                 return true;
3540                         break;
3541                 case 7:
3542                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3543                                 return true;
3544                         break;
3545                 }
3546         }
3547         return false;
3548 }
3549
3550 //==================================================================================
3551
3552 // LordHavoc: this stores temporary data used within the same frame
3553
3554 typedef struct r_framedata_mem_s
3555 {
3556         struct r_framedata_mem_s *purge; // older mem block to free on next frame
3557         size_t size; // how much usable space
3558         size_t current; // how much space in use
3559         size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3560         size_t wantedsize; // how much space was allocated
3561         unsigned char *data; // start of real data (16byte aligned)
3562 }
3563 r_framedata_mem_t;
3564
3565 static r_framedata_mem_t *r_framedata_mem;
3566
3567 void R_FrameData_Reset(void)
3568 {
3569         while (r_framedata_mem)
3570         {
3571                 r_framedata_mem_t *next = r_framedata_mem->purge;
3572                 Mem_Free(r_framedata_mem);
3573                 r_framedata_mem = next;
3574         }
3575 }
3576
3577 static void R_FrameData_Resize(qboolean mustgrow)
3578 {
3579         size_t wantedsize;
3580         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3581         wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3582         if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3583         {
3584                 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3585                 newmem->wantedsize = wantedsize;
3586                 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3587                 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3588                 newmem->current = 0;
3589                 newmem->mark = 0;
3590                 newmem->purge = r_framedata_mem;
3591                 r_framedata_mem = newmem;
3592         }
3593 }
3594
3595 void R_FrameData_NewFrame(void)
3596 {
3597         R_FrameData_Resize(false);
3598         if (!r_framedata_mem)
3599                 return;
3600         // if we ran out of space on the last frame, free the old memory now
3601         while (r_framedata_mem->purge)
3602         {
3603                 // repeatedly remove the second item in the list, leaving only head
3604                 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3605                 Mem_Free(r_framedata_mem->purge);
3606                 r_framedata_mem->purge = next;
3607         }
3608         // reset the current mem pointer
3609         r_framedata_mem->current = 0;
3610         r_framedata_mem->mark = 0;
3611 }
3612
3613 void *R_FrameData_Alloc(size_t size)
3614 {
3615         void *data;
3616         float newvalue;
3617
3618         // align to 16 byte boundary - the data pointer is already aligned, so we
3619         // only need to ensure the size of every allocation is also aligned
3620         size = (size + 15) & ~15;
3621
3622         while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3623         {
3624                 // emergency - we ran out of space, allocate more memory
3625                 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3626                 newvalue = r_framedatasize.value * 2.0f;
3627                 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3628                 if (sizeof(size_t) >= 8)
3629                         newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3630                 else
3631                         newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3632                 // this might not be a growing it, but we'll allocate another buffer every time
3633                 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3634                 R_FrameData_Resize(true);
3635         }
3636
3637         data = r_framedata_mem->data + r_framedata_mem->current;
3638         r_framedata_mem->current += size;
3639
3640         // count the usage for stats
3641         r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3642         r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3643
3644         return (void *)data;
3645 }
3646
3647 void *R_FrameData_Store(size_t size, void *data)
3648 {
3649         void *d = R_FrameData_Alloc(size);
3650         if (d && data)
3651                 memcpy(d, data, size);
3652         return d;
3653 }
3654
3655 void R_FrameData_SetMark(void)
3656 {
3657         if (!r_framedata_mem)
3658                 return;
3659         r_framedata_mem->mark = r_framedata_mem->current;
3660 }
3661
3662 void R_FrameData_ReturnToMark(void)
3663 {
3664         if (!r_framedata_mem)
3665                 return;
3666         r_framedata_mem->current = r_framedata_mem->mark;
3667 }
3668
3669 //==================================================================================
3670
3671 // avoid reusing the same buffer objects on consecutive frames
3672 #define R_BUFFERDATA_CYCLE 3
3673
3674 typedef struct r_bufferdata_buffer_s
3675 {
3676         struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3677         size_t size; // how much usable space
3678         size_t current; // how much space in use
3679         r_meshbuffer_t *buffer; // the buffer itself
3680 }
3681 r_bufferdata_buffer_t;
3682
3683 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3684 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3685
3686 /// frees all dynamic buffers
3687 void R_BufferData_Reset(void)
3688 {
3689         int cycle, type;
3690         r_bufferdata_buffer_t **p, *mem;
3691         for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3692         {
3693                 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3694                 {
3695                         // free all buffers
3696                         p = &r_bufferdata_buffer[cycle][type];
3697                         while (*p)
3698                         {
3699                                 mem = *p;
3700                                 *p = (*p)->purge;
3701                                 if (mem->buffer)
3702                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
3703                                 Mem_Free(mem);
3704                         }
3705                 }
3706         }
3707 }
3708
3709 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3710 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3711 {
3712         r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3713         size_t size;
3714         float newvalue = r_buffermegs[type].value;
3715
3716         // increase the cvar if we have to (but only if we already have a mem)
3717         if (mustgrow && mem)
3718                 newvalue *= 2.0f;
3719         newvalue = bound(0.25f, newvalue, 256.0f);
3720         while (newvalue * 1024*1024 < minsize)
3721                 newvalue *= 2.0f;
3722
3723         // clamp the cvar to valid range
3724         newvalue = bound(0.25f, newvalue, 256.0f);
3725         if (r_buffermegs[type].value != newvalue)
3726                 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3727
3728         // calculate size in bytes
3729         size = (size_t)(newvalue * 1024*1024);
3730         size = bound(131072, size, 256*1024*1024);
3731
3732         // allocate a new buffer if the size is different (purge old one later)
3733         // or if we were told we must grow the buffer
3734         if (!mem || mem->size != size || mustgrow)
3735         {
3736                 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3737                 mem->size = size;
3738                 mem->current = 0;
3739                 if (type == R_BUFFERDATA_VERTEX)
3740                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3741                 else if (type == R_BUFFERDATA_INDEX16)
3742                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3743                 else if (type == R_BUFFERDATA_INDEX32)
3744                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3745                 else if (type == R_BUFFERDATA_UNIFORM)
3746                         mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3747                 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3748                 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3749         }
3750 }
3751
3752 void R_BufferData_NewFrame(void)
3753 {
3754         int type;
3755         r_bufferdata_buffer_t **p, *mem;
3756         // cycle to the next frame's buffers
3757         r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3758         // if we ran out of space on the last time we used these buffers, free the old memory now
3759         for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3760         {
3761                 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3762                 {
3763                         R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3764                         // free all but the head buffer, this is how we recycle obsolete
3765                         // buffers after they are no longer in use
3766                         p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3767                         while (*p)
3768                         {
3769                                 mem = *p;
3770                                 *p = (*p)->purge;
3771                                 if (mem->buffer)
3772                                         R_Mesh_DestroyMeshBuffer(mem->buffer);
3773                                 Mem_Free(mem);
3774                         }
3775                         // reset the current offset
3776                         r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3777                 }
3778         }
3779 }
3780
3781 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3782 {
3783         r_bufferdata_buffer_t *mem;
3784         int offset = 0;
3785         int padsize;
3786
3787         *returnbufferoffset = 0;
3788
3789         // align size to a byte boundary appropriate for the buffer type, this
3790         // makes all allocations have aligned start offsets
3791         if (type == R_BUFFERDATA_UNIFORM)
3792                 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3793         else
3794                 padsize = (datasize + 15) & ~15;
3795
3796         // if we ran out of space in this buffer we must allocate a new one
3797         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)
3798                 R_BufferData_Resize(type, true, padsize);
3799
3800         // if the resize did not give us enough memory, fail
3801         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)
3802                 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3803
3804         mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3805         offset = (int)mem->current;
3806         mem->current += padsize;
3807
3808         // upload the data to the buffer at the chosen offset
3809         if (offset == 0)
3810                 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3811         R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3812
3813         // count the usage for stats
3814         r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3815         r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3816
3817         // return the buffer offset
3818         *returnbufferoffset = offset;
3819
3820         return mem->buffer;
3821 }
3822
3823 //==================================================================================
3824
3825 // LordHavoc: animcache originally written by Echon, rewritten since then
3826
3827 /**
3828  * Animation cache prevents re-generating mesh data for an animated model
3829  * multiple times in one frame for lighting, shadowing, reflections, etc.
3830  */
3831
3832 void R_AnimCache_Free(void)
3833 {
3834 }
3835
3836 void R_AnimCache_ClearCache(void)
3837 {
3838         int i;
3839         entity_render_t *ent;
3840
3841         for (i = 0;i < r_refdef.scene.numentities;i++)
3842         {
3843                 ent = r_refdef.scene.entities[i];
3844                 ent->animcache_vertex3f = NULL;
3845                 ent->animcache_vertex3f_vertexbuffer = NULL;
3846                 ent->animcache_vertex3f_bufferoffset = 0;
3847                 ent->animcache_normal3f = NULL;
3848                 ent->animcache_normal3f_vertexbuffer = NULL;
3849                 ent->animcache_normal3f_bufferoffset = 0;
3850                 ent->animcache_svector3f = NULL;
3851                 ent->animcache_svector3f_vertexbuffer = NULL;
3852                 ent->animcache_svector3f_bufferoffset = 0;
3853                 ent->animcache_tvector3f = NULL;
3854                 ent->animcache_tvector3f_vertexbuffer = NULL;
3855                 ent->animcache_tvector3f_bufferoffset = 0;
3856                 ent->animcache_skeletaltransform3x4 = NULL;
3857                 ent->animcache_skeletaltransform3x4buffer = NULL;
3858                 ent->animcache_skeletaltransform3x4offset = 0;
3859                 ent->animcache_skeletaltransform3x4size = 0;
3860         }
3861 }
3862
3863 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3864 {
3865         dp_model_t *model = ent->model;
3866         int numvertices;
3867
3868         // see if this ent is worth caching
3869         if (!model || !model->Draw || !model->AnimateVertices)
3870                 return false;
3871         // nothing to cache if it contains no animations and has no skeleton
3872         if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3873                 return false;
3874         // see if it is already cached for gpuskeletal
3875         if (ent->animcache_skeletaltransform3x4)
3876                 return false;
3877         // see if it is already cached as a mesh
3878         if (ent->animcache_vertex3f)
3879         {
3880                 // check if we need to add normals or tangents
3881                 if (ent->animcache_normal3f)
3882                         wantnormals = false;
3883                 if (ent->animcache_svector3f)
3884                         wanttangents = false;
3885                 if (!wantnormals && !wanttangents)
3886                         return false;
3887         }
3888
3889         // check which kind of cache we need to generate
3890         if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3891         {
3892                 // cache the skeleton so the vertex shader can use it
3893                 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3894                 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3895                 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3896                 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3897                 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); 
3898                 // note: this can fail if the buffer is at the grow limit
3899                 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3900                 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3901         }
3902         else if (ent->animcache_vertex3f)
3903         {
3904                 // mesh was already cached but we may need to add normals/tangents
3905                 // (this only happens with multiple views, reflections, cameras, etc)
3906                 if (wantnormals || wanttangents)
3907                 {
3908                         numvertices = model->surfmesh.num_vertices;
3909                         if (wantnormals)
3910                                 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3911                         if (wanttangents)
3912                         {
3913                                 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3914                                 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3915                         }
3916                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3917                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
3918                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3919                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3920                 }
3921         }
3922         else
3923         {
3924                 // generate mesh cache
3925                 numvertices = model->surfmesh.num_vertices;
3926                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3927                 if (wantnormals)
3928                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3929                 if (wanttangents)
3930                 {
3931                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3932                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3933                 }
3934                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3935                 if (wantnormals || wanttangents)
3936                 {
3937                         r_refdef.stats[r_stat_animcache_shade_count] += 1;
3938                         r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3939                         r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3940                 }
3941                 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3942                 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3943                 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3944         }
3945         return true;
3946 }
3947
3948 void R_AnimCache_CacheVisibleEntities(void)
3949 {
3950         int i;
3951
3952         // TODO: thread this
3953         // NOTE: R_PrepareRTLights() also caches entities
3954
3955         for (i = 0;i < r_refdef.scene.numentities;i++)
3956                 if (r_refdef.viewcache.entityvisible[i])
3957                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3958 }
3959
3960 //==================================================================================
3961
3962 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3963 {
3964         int i;
3965         vec3_t eyemins, eyemaxs;
3966         vec3_t boxmins, boxmaxs;
3967         vec3_t padmins, padmaxs;
3968         vec3_t start;
3969         vec3_t end;
3970         dp_model_t *model = r_refdef.scene.worldmodel;
3971         static vec3_t positions[] = {
3972                 { 0.5f, 0.5f, 0.5f },
3973                 { 0.0f, 0.0f, 0.0f },
3974                 { 0.0f, 0.0f, 1.0f },
3975                 { 0.0f, 1.0f, 0.0f },
3976                 { 0.0f, 1.0f, 1.0f },
3977                 { 1.0f, 0.0f, 0.0f },
3978                 { 1.0f, 0.0f, 1.0f },
3979                 { 1.0f, 1.0f, 0.0f },
3980                 { 1.0f, 1.0f, 1.0f },
3981         };
3982
3983         // sample count can be set to -1 to skip this logic, for flicker-prone objects
3984         if (numsamples < 0)
3985                 return true;
3986
3987         // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3988         if (!r_refdef.view.usevieworiginculling)
3989                 return true;
3990
3991         if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3992                 return true;
3993
3994         // expand the eye box a little
3995         eyemins[0] = eye[0] - eyejitter;
3996         eyemaxs[0] = eye[0] + eyejitter;
3997         eyemins[1] = eye[1] - eyejitter;
3998         eyemaxs[1] = eye[1] + eyejitter;
3999         eyemins[2] = eye[2] - eyejitter;
4000         eyemaxs[2] = eye[2] + eyejitter;
4001         // expand the box a little
4002         boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4003         boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4004         boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4005         boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4006         boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4007         boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4008         // make an even larger box for the acceptable area
4009         padmins[0] = boxmins[0] - pad;
4010         padmaxs[0] = boxmaxs[0] + pad;
4011         padmins[1] = boxmins[1] - pad;
4012         padmaxs[1] = boxmaxs[1] + pad;
4013         padmins[2] = boxmins[2] - pad;
4014         padmaxs[2] = boxmaxs[2] + pad;
4015
4016         // return true if eye overlaps enlarged box
4017         if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4018                 return true;
4019
4020         // try specific positions in the box first - note that these can be cached
4021         if (r_cullentities_trace_entityocclusion.integer)
4022         {
4023                 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4024                 {
4025                         VectorCopy(eye, start);
4026                         end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4027                         end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4028                         end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4029                         //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
4030                         trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4031                         // not picky - if the trace ended anywhere in the box we're good
4032                         if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4033                                 return true;
4034                 }
4035         }
4036         else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4037                 return true;
4038
4039         // try various random positions
4040         for (i = 0; i < numsamples; i++)
4041         {
4042                 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4043                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4044                 if (r_cullentities_trace_entityocclusion.integer)
4045                 {
4046                         trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4047                         // not picky - if the trace ended anywhere in the box we're good
4048                         if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4049                                 return true;
4050                 }
4051                 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4052                         return true;
4053         }
4054
4055         return false;
4056 }
4057
4058
4059 static void R_View_UpdateEntityVisible (void)
4060 {
4061         int i;
4062         int renderimask;
4063         int samples;
4064         entity_render_t *ent;
4065
4066         if (r_refdef.envmap || r_fb.water.hideplayer)
4067                 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4068         else if (chase_active.integer || r_fb.water.renderingscene)
4069                 renderimask = RENDER_VIEWMODEL;
4070         else
4071                 renderimask = RENDER_EXTERIORMODEL;
4072         if (!r_drawviewmodel.integer)
4073                 renderimask |= RENDER_VIEWMODEL;
4074         if (!r_drawexteriormodel.integer)
4075                 renderimask |= RENDER_EXTERIORMODEL;
4076         memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4077         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4078         {
4079                 // worldmodel can check visibility
4080                 for (i = 0;i < r_refdef.scene.numentities;i++)
4081                 {
4082                         ent = r_refdef.scene.entities[i];
4083                         if (!(ent->flags & renderimask))
4084                         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)))
4085                         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))
4086                                 r_refdef.viewcache.entityvisible[i] = true;
4087                 }
4088         }
4089         else
4090         {
4091                 // no worldmodel or it can't check visibility
4092                 for (i = 0;i < r_refdef.scene.numentities;i++)
4093                 {
4094                         ent = r_refdef.scene.entities[i];
4095                         if (!(ent->flags & renderimask))
4096                         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)))
4097                                 r_refdef.viewcache.entityvisible[i] = true;
4098                 }
4099         }
4100         if (r_cullentities_trace.integer)
4101         {
4102                 for (i = 0;i < r_refdef.scene.numentities;i++)
4103                 {
4104                         if (!r_refdef.viewcache.entityvisible[i])
4105                                 continue;
4106                         ent = r_refdef.scene.entities[i];
4107                         if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4108                         {
4109                                 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4110                                 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4111                                         ent->last_trace_visibility = realtime;
4112                                 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4113                                         r_refdef.viewcache.entityvisible[i] = 0;
4114                         }
4115                 }
4116         }
4117 }
4118
4119 /// only used if skyrendermasked, and normally returns false
4120 static int R_DrawBrushModelsSky (void)
4121 {
4122         int i, sky;
4123         entity_render_t *ent;
4124
4125         sky = false;
4126         for (i = 0;i < r_refdef.scene.numentities;i++)
4127         {
4128                 if (!r_refdef.viewcache.entityvisible[i])
4129                         continue;
4130                 ent = r_refdef.scene.entities[i];
4131                 if (!ent->model || !ent->model->DrawSky)
4132                         continue;
4133                 ent->model->DrawSky(ent);
4134                 sky = true;
4135         }
4136         return sky;
4137 }
4138
4139 static void R_DrawNoModel(entity_render_t *ent);
4140 static void R_DrawModels(void)
4141 {
4142         int i;
4143         entity_render_t *ent;
4144
4145         for (i = 0;i < r_refdef.scene.numentities;i++)
4146         {
4147                 if (!r_refdef.viewcache.entityvisible[i])
4148                         continue;
4149                 ent = r_refdef.scene.entities[i];
4150                 r_refdef.stats[r_stat_entities]++;
4151                 /*
4152                 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4153                 {
4154                         vec3_t f, l, u, o;
4155                         Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4156                         Con_Printf("R_DrawModels\n");
4157                         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]);
4158                         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);
4159                         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);
4160                 }
4161                 */
4162                 if (ent->model && ent->model->Draw != NULL)
4163                         ent->model->Draw(ent);
4164                 else
4165                         R_DrawNoModel(ent);
4166         }
4167 }
4168
4169 static void R_DrawModelsDepth(void)
4170 {
4171         int i;
4172         entity_render_t *ent;
4173
4174         for (i = 0;i < r_refdef.scene.numentities;i++)
4175         {
4176                 if (!r_refdef.viewcache.entityvisible[i])
4177                         continue;
4178                 ent = r_refdef.scene.entities[i];
4179                 if (ent->model && ent->model->DrawDepth != NULL)
4180                         ent->model->DrawDepth(ent);
4181         }
4182 }
4183
4184 static void R_DrawModelsDebug(void)
4185 {
4186         int i;
4187         entity_render_t *ent;
4188
4189         for (i = 0;i < r_refdef.scene.numentities;i++)
4190         {
4191                 if (!r_refdef.viewcache.entityvisible[i])
4192                         continue;
4193                 ent = r_refdef.scene.entities[i];
4194                 if (ent->model && ent->model->DrawDebug != NULL)
4195                         ent->model->DrawDebug(ent);
4196         }
4197 }
4198
4199 static void R_DrawModelsAddWaterPlanes(void)
4200 {
4201         int i;
4202         entity_render_t *ent;
4203
4204         for (i = 0;i < r_refdef.scene.numentities;i++)
4205         {
4206                 if (!r_refdef.viewcache.entityvisible[i])
4207                         continue;
4208                 ent = r_refdef.scene.entities[i];
4209                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4210                         ent->model->DrawAddWaterPlanes(ent);
4211         }
4212 }
4213
4214 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}};
4215
4216 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4217 {
4218         if (r_hdr_irisadaptation.integer)
4219         {
4220                 vec3_t p;
4221                 vec3_t ambient;
4222                 vec3_t diffuse;
4223                 vec3_t diffusenormal;
4224                 vec3_t forward;
4225                 vec_t brightness = 0.0f;
4226                 vec_t goal;
4227                 vec_t current;
4228                 vec_t d;
4229                 int c;
4230                 VectorCopy(r_refdef.view.forward, forward);
4231                 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4232                 {
4233                         p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4234                         p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4235                         p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4236                         R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4237                         d = DotProduct(forward, diffusenormal);
4238                         brightness += VectorLength(ambient);
4239                         if (d > 0)
4240                                 brightness += d * VectorLength(diffuse);
4241                 }
4242                 brightness *= 1.0f / c;
4243                 brightness += 0.00001f; // make sure it's never zero
4244                 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4245                 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4246                 current = r_hdr_irisadaptation_value.value;
4247                 if (current < goal)
4248                         current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4249                 else if (current > goal)
4250                         current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4251                 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4252                         Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4253         }
4254         else if (r_hdr_irisadaptation_value.value != 1.0f)
4255                 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4256 }
4257
4258 static void R_View_SetFrustum(const int *scissor)
4259 {
4260         int i;
4261         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4262         vec3_t forward, left, up, origin, v;
4263
4264         if(scissor)
4265         {
4266                 // flipped x coordinates (because x points left here)
4267                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4268                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4269                 // non-flipped y coordinates
4270                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4271                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4272         }
4273
4274         // we can't trust r_refdef.view.forward and friends in reflected scenes
4275         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4276
4277 #if 0
4278         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4279         r_refdef.view.frustum[0].normal[1] = 0 - 0;
4280         r_refdef.view.frustum[0].normal[2] = -1 - 0;
4281         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4282         r_refdef.view.frustum[1].normal[1] = 0 + 0;
4283         r_refdef.view.frustum[1].normal[2] = -1 + 0;
4284         r_refdef.view.frustum[2].normal[0] = 0 - 0;
4285         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4286         r_refdef.view.frustum[2].normal[2] = -1 - 0;
4287         r_refdef.view.frustum[3].normal[0] = 0 + 0;
4288         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4289         r_refdef.view.frustum[3].normal[2] = -1 + 0;
4290 #endif
4291
4292 #if 0
4293         zNear = r_refdef.nearclip;
4294         nudge = 1.0 - 1.0 / (1<<23);
4295         r_refdef.view.frustum[4].normal[0] = 0 - 0;
4296         r_refdef.view.frustum[4].normal[1] = 0 - 0;
4297         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4298         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4299         r_refdef.view.frustum[5].normal[0] = 0 + 0;
4300         r_refdef.view.frustum[5].normal[1] = 0 + 0;
4301         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4302         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4303 #endif
4304
4305
4306
4307 #if 0
4308         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4309         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4310         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4311         r_refdef.view.frustum[0].dist = m[15] - m[12];
4312
4313         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4314         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4315         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4316         r_refdef.view.frustum[1].dist = m[15] + m[12];
4317
4318         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4319         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4320         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4321         r_refdef.view.frustum[2].dist = m[15] - m[13];
4322
4323         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4324         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4325         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4326         r_refdef.view.frustum[3].dist = m[15] + m[13];
4327
4328         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4329         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4330         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4331         r_refdef.view.frustum[4].dist = m[15] - m[14];
4332
4333         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4334         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4335         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4336         r_refdef.view.frustum[5].dist = m[15] + m[14];
4337 #endif
4338
4339         if (r_refdef.view.useperspective)
4340         {
4341                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4342                 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]);
4343                 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]);
4344                 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]);
4345                 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]);
4346
4347                 // then the normals from the corners relative to origin
4348                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4349                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4350                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4351                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4352
4353                 // in a NORMAL view, forward cross left == up
4354                 // in a REFLECTED view, forward cross left == down
4355                 // so our cross products above need to be adjusted for a left handed coordinate system
4356                 CrossProduct(forward, left, v);
4357                 if(DotProduct(v, up) < 0)
4358                 {
4359                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4360                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4361                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4362                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4363                 }
4364
4365                 // Leaving those out was a mistake, those were in the old code, and they
4366                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4367                 // I couldn't reproduce it after adding those normalizations. --blub
4368                 VectorNormalize(r_refdef.view.frustum[0].normal);
4369                 VectorNormalize(r_refdef.view.frustum[1].normal);
4370                 VectorNormalize(r_refdef.view.frustum[2].normal);
4371                 VectorNormalize(r_refdef.view.frustum[3].normal);
4372
4373                 // make the corners absolute
4374                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4375                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4376                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4377                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4378
4379                 // one more normal
4380                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4381
4382                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4383                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4384                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4385                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4386                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4387         }
4388         else
4389         {
4390                 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4391                 VectorScale(left,  1.0f, r_refdef.view.frustum[1].normal);
4392                 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4393                 VectorScale(up,  1.0f, r_refdef.view.frustum[3].normal);
4394                 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4395                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4396                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4397                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4398                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4399                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4400         }
4401         r_refdef.view.numfrustumplanes = 5;
4402
4403         if (r_refdef.view.useclipplane)
4404         {
4405                 r_refdef.view.numfrustumplanes = 6;
4406                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4407         }
4408
4409         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4410                 PlaneClassify(r_refdef.view.frustum + i);
4411
4412         // LordHavoc: note to all quake engine coders, Quake had a special case
4413         // for 90 degrees which assumed a square view (wrong), so I removed it,
4414         // Quake2 has it disabled as well.
4415
4416         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4417         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4418         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4419         //PlaneClassify(&frustum[0]);
4420
4421         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4422         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4423         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4424         //PlaneClassify(&frustum[1]);
4425
4426         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4427         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4428         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4429         //PlaneClassify(&frustum[2]);
4430
4431         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4432         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4433         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4434         //PlaneClassify(&frustum[3]);
4435
4436         // nearclip plane
4437         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4438         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4439         //PlaneClassify(&frustum[4]);
4440 }
4441
4442 static void R_View_UpdateWithScissor(const int *myscissor)
4443 {
4444         R_Main_ResizeViewCache();
4445         R_View_SetFrustum(myscissor);
4446         R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4447         R_View_UpdateEntityVisible();
4448 }
4449
4450 static void R_View_Update(void)
4451 {
4452         R_Main_ResizeViewCache();
4453         R_View_SetFrustum(NULL);
4454         R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4455         R_View_UpdateEntityVisible();
4456 }
4457
4458 float viewscalefpsadjusted = 1.0f;
4459
4460 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4461 {
4462         float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4463         scale = bound(0.03125f, scale, 1.0f);
4464         *outwidth = (int)ceil(width * scale);
4465         *outheight = (int)ceil(height * scale);
4466 }
4467
4468 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4469 {
4470         const float *customclipplane = NULL;
4471         float plane[4];
4472         int /*rtwidth,*/ rtheight;
4473         if (r_refdef.view.useclipplane && allowwaterclippingplane)
4474         {
4475                 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4476                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4477                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4478                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4479                         dist = r_refdef.view.clipplane.dist;
4480                 plane[0] = r_refdef.view.clipplane.normal[0];
4481                 plane[1] = r_refdef.view.clipplane.normal[1];
4482                 plane[2] = r_refdef.view.clipplane.normal[2];
4483                 plane[3] = -dist;
4484                 customclipplane = plane;
4485         }
4486
4487         //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4488         rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4489
4490         if (!r_refdef.view.useperspective)
4491                 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4492         else if (vid.stencil && r_useinfinitefarclip.integer)
4493                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4494         else
4495                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4496         R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4497         R_SetViewport(&r_refdef.view.viewport);
4498 }
4499
4500 void R_EntityMatrix(const matrix4x4_t *matrix)
4501 {
4502         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4503         {
4504                 gl_modelmatrixchanged = false;
4505                 gl_modelmatrix = *matrix;
4506                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4507                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4508                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4509                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4510                 CHECKGLERROR
4511                 switch(vid.renderpath)
4512                 {
4513                 case RENDERPATH_GL32:
4514                 case RENDERPATH_GLES2:
4515                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4516                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4517                         break;
4518                 }
4519         }
4520 }
4521
4522 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4523 {
4524         r_viewport_t viewport;
4525
4526         CHECKGLERROR
4527
4528         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4529         R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4530         R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4531         R_SetViewport(&viewport);
4532         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4533         GL_Color(1, 1, 1, 1);
4534         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4535         GL_BlendFunc(GL_ONE, GL_ZERO);
4536         GL_ScissorTest(false);
4537         GL_DepthMask(false);
4538         GL_DepthRange(0, 1);
4539         GL_DepthTest(false);
4540         GL_DepthFunc(GL_LEQUAL);
4541         R_EntityMatrix(&identitymatrix);
4542         R_Mesh_ResetTextureState();
4543         GL_PolygonOffset(0, 0);
4544         switch(vid.renderpath)
4545         {
4546         case RENDERPATH_GL32:
4547         case RENDERPATH_GLES2:
4548                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4549                 break;
4550         }
4551         GL_CullFace(GL_NONE);
4552
4553         CHECKGLERROR
4554 }
4555
4556 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4557 {
4558         R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4559 }
4560
4561 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4562 {
4563         R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4564         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4565         GL_Color(1, 1, 1, 1);
4566         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4567         GL_BlendFunc(GL_ONE, GL_ZERO);
4568         GL_ScissorTest(true);
4569         GL_DepthMask(true);
4570         GL_DepthRange(0, 1);
4571         GL_DepthTest(true);
4572         GL_DepthFunc(GL_LEQUAL);
4573         R_EntityMatrix(&identitymatrix);
4574         R_Mesh_ResetTextureState();
4575         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4576         switch(vid.renderpath)
4577         {
4578         case RENDERPATH_GL32:
4579         case RENDERPATH_GLES2:
4580                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4581                 break;
4582         }
4583         GL_CullFace(r_refdef.view.cullface_back);
4584 }
4585
4586 /*
4587 ================
4588 R_RenderView_UpdateViewVectors
4589 ================
4590 */
4591 void R_RenderView_UpdateViewVectors(void)
4592 {
4593         // break apart the view matrix into vectors for various purposes
4594         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4595         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4596         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4597         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4598         // make an inverted copy of the view matrix for tracking sprites
4599         Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4600 }
4601
4602 void R_RenderTarget_FreeUnused(qboolean force)
4603 {
4604         int i, j, end;
4605         end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4606         for (i = 0; i < end; i++)
4607         {
4608                 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4609                 // free resources for rendertargets that have not been used for a while
4610                 // (note: this check is run after the frame render, so any targets used
4611                 // this frame will not be affected even at low framerates)
4612                 if (r && (realtime - r->lastusetime > 0.2 || force))
4613                 {
4614                         if (r->fbo)
4615                                 R_Mesh_DestroyFramebufferObject(r->fbo);
4616                         for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4617                                 if (r->colortexture[j])
4618                                         R_FreeTexture(r->colortexture[j]);
4619                         if (r->depthtexture)
4620                                 R_FreeTexture(r->depthtexture);
4621                         Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4622                 }
4623         }
4624 }
4625
4626 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4627 {
4628         float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4629         x1 = x * iw;
4630         x2 = (x + w) * iw;
4631         y1 = (th - y) * ih;
4632         y2 = (th - y - h) * ih;
4633         texcoord2f[0] = x1;
4634         texcoord2f[2] = x2;
4635         texcoord2f[4] = x2;
4636         texcoord2f[6] = x1;
4637         texcoord2f[1] = y1;
4638         texcoord2f[3] = y1;
4639         texcoord2f[5] = y2;
4640         texcoord2f[7] = y2;
4641 }
4642
4643 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4644 {
4645         int i, j, end;
4646         r_rendertarget_t *r = NULL;
4647         char vabuf[256];
4648         // first try to reuse an existing slot if possible
4649         end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4650         for (i = 0; i < end; i++)
4651         {
4652                 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4653                 if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4654                         break;
4655         }
4656         if (i == end)
4657         {
4658                 // no unused exact match found, so we have to make one in the first unused slot
4659                 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4660                 r->texturewidth = texturewidth;
4661                 r->textureheight = textureheight;
4662                 r->colortextype[0] = colortextype0;
4663                 r->colortextype[1] = colortextype1;
4664                 r->colortextype[2] = colortextype2;
4665                 r->colortextype[3] = colortextype3;
4666                 r->depthtextype = depthtextype;
4667                 r->depthisrenderbuffer = depthisrenderbuffer;
4668                 for (j = 0; j < 4; j++)
4669                         if (r->colortextype[j])
4670                                 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4671                 if (r->depthtextype)
4672                 {
4673                         if (r->depthisrenderbuffer)
4674                                 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4675                         else
4676                                 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4677                 }
4678                 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4679         }
4680         r_refdef.stats[r_stat_rendertargets_used]++;
4681         r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4682         r->lastusetime = realtime;
4683         R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4684         return r;
4685 }
4686
4687 static void R_Water_StartFrame(void)
4688 {
4689         int waterwidth, waterheight;
4690
4691         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4692                 return;
4693
4694         // set waterwidth and waterheight to the water resolution that will be
4695         // used (often less than the screen resolution for faster rendering)
4696         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4697         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4698         R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4699
4700         if (!r_water.integer || r_showsurfaces.integer)
4701                 waterwidth = waterheight = 0;
4702
4703         // set up variables that will be used in shader setup
4704         r_fb.water.waterwidth = waterwidth;
4705         r_fb.water.waterheight = waterheight;
4706         r_fb.water.texturewidth = waterwidth;
4707         r_fb.water.textureheight = waterheight;
4708         r_fb.water.camerawidth = waterwidth;
4709         r_fb.water.cameraheight = waterheight;
4710         r_fb.water.screenscale[0] = 0.5f;
4711         r_fb.water.screenscale[1] = 0.5f;
4712         r_fb.water.screencenter[0] = 0.5f;
4713         r_fb.water.screencenter[1] = 0.5f;
4714         r_fb.water.enabled = waterwidth != 0;
4715
4716         r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4717         r_fb.water.numwaterplanes = 0;
4718 }
4719
4720 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4721 {
4722         int planeindex, bestplaneindex, vertexindex;
4723         vec3_t mins, maxs, normal, center, v, n;
4724         vec_t planescore, bestplanescore;
4725         mplane_t plane;
4726         r_waterstate_waterplane_t *p;
4727         texture_t *t = R_GetCurrentTexture(surface->texture);
4728
4729         rsurface.texture = t;
4730         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4731         // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4732         if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4733                 return;
4734         // average the vertex normals, find the surface bounds (after deformvertexes)
4735         Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4736         Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4737         VectorCopy(n, normal);
4738         VectorCopy(v, mins);
4739         VectorCopy(v, maxs);
4740         for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4741         {
4742                 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4743                 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4744                 VectorAdd(normal, n, normal);
4745                 mins[0] = min(mins[0], v[0]);
4746                 mins[1] = min(mins[1], v[1]);
4747                 mins[2] = min(mins[2], v[2]);
4748                 maxs[0] = max(maxs[0], v[0]);
4749                 maxs[1] = max(maxs[1], v[1]);
4750                 maxs[2] = max(maxs[2], v[2]);
4751         }
4752         VectorNormalize(normal);
4753         VectorMAM(0.5f, mins, 0.5f, maxs, center);
4754
4755         VectorCopy(normal, plane.normal);
4756         VectorNormalize(plane.normal);
4757         plane.dist = DotProduct(center, plane.normal);
4758         PlaneClassify(&plane);
4759         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4760         {
4761                 // skip backfaces (except if nocullface is set)
4762 //              if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4763 //                      return;
4764                 VectorNegate(plane.normal, plane.normal);
4765                 plane.dist *= -1;
4766                 PlaneClassify(&plane);
4767         }
4768
4769
4770         // find a matching plane if there is one
4771         bestplaneindex = -1;
4772         bestplanescore = 1048576.0f;
4773         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4774         {
4775                 if(p->camera_entity == t->camera_entity)
4776                 {
4777                         planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4778                         if (bestplaneindex < 0 || bestplanescore > planescore)
4779                         {
4780                                 bestplaneindex = planeindex;
4781                                 bestplanescore = planescore;
4782                         }
4783                 }
4784         }
4785         planeindex = bestplaneindex;
4786
4787         // if this surface does not fit any known plane rendered this frame, add one
4788         if (planeindex < 0 || bestplanescore > 0.001f)
4789         {
4790                 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4791                 {
4792                         // store the new plane
4793                         planeindex = r_fb.water.numwaterplanes++;
4794                         p = r_fb.water.waterplanes + planeindex;
4795                         p->plane = plane;
4796                         // clear materialflags and pvs
4797                         p->materialflags = 0;
4798                         p->pvsvalid = false;
4799                         p->camera_entity = t->camera_entity;
4800                         VectorCopy(mins, p->mins);
4801                         VectorCopy(maxs, p->maxs);
4802                 }
4803                 else
4804                 {
4805                         // We're totally screwed.
4806                         return;
4807                 }
4808         }
4809         else
4810         {
4811                 // merge mins/maxs when we're adding this surface to the plane
4812                 p = r_fb.water.waterplanes + planeindex;
4813                 p->mins[0] = min(p->mins[0], mins[0]);
4814                 p->mins[1] = min(p->mins[1], mins[1]);
4815                 p->mins[2] = min(p->mins[2], mins[2]);
4816                 p->maxs[0] = max(p->maxs[0], maxs[0]);
4817                 p->maxs[1] = max(p->maxs[1], maxs[1]);
4818                 p->maxs[2] = max(p->maxs[2], maxs[2]);
4819         }
4820         // merge this surface's materialflags into the waterplane
4821         p->materialflags |= t->currentmaterialflags;
4822         if(!(p->materialflags & MATERIALFLAG_CAMERA))
4823         {
4824                 // merge this surface's PVS into the waterplane
4825                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4826                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4827                 {
4828                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4829                         p->pvsvalid = true;
4830                 }
4831         }
4832 }
4833
4834 extern cvar_t r_drawparticles;
4835 extern cvar_t r_drawdecals;
4836
4837 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4838 {
4839         int myscissor[4];
4840         r_refdef_view_t originalview;
4841         r_refdef_view_t myview;
4842         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;
4843         r_waterstate_waterplane_t *p;
4844         vec3_t visorigin;
4845         r_rendertarget_t *rt;
4846
4847         originalview = r_refdef.view;
4848
4849         // lowquality hack, temporarily shut down some cvars and restore afterwards
4850         qualityreduction = r_water_lowquality.integer;
4851         if (qualityreduction > 0)
4852         {
4853                 if (qualityreduction >= 1)
4854                 {
4855                         old_r_shadows = r_shadows.integer;
4856                         old_r_worldrtlight = r_shadow_realtime_world.integer;
4857                         old_r_dlight = r_shadow_realtime_dlight.integer;
4858                         Cvar_SetValueQuick(&r_shadows, 0);
4859                         Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4860                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4861                 }
4862                 if (qualityreduction >= 2)
4863                 {
4864                         old_r_dynamic = r_dynamic.integer;
4865                         old_r_particles = r_drawparticles.integer;
4866                         old_r_decals = r_drawdecals.integer;
4867                         Cvar_SetValueQuick(&r_dynamic, 0);
4868                         Cvar_SetValueQuick(&r_drawparticles, 0);
4869                         Cvar_SetValueQuick(&r_drawdecals, 0);
4870                 }
4871         }
4872
4873         for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4874         {
4875                 p->rt_reflection = NULL;
4876                 p->rt_refraction = NULL;
4877                 p->rt_camera = NULL;
4878         }
4879
4880         // render views
4881         r_refdef.view = originalview;
4882         r_refdef.view.showdebug = false;
4883         r_refdef.view.width = r_fb.water.waterwidth;
4884         r_refdef.view.height = r_fb.water.waterheight;
4885         r_refdef.view.useclipplane = true;
4886         myview = r_refdef.view;
4887         r_fb.water.renderingscene = true;
4888         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4889         {
4890                 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4891                         continue;
4892
4893                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4894                 {
4895                         rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4896                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4897                                 goto error;
4898                         r_refdef.view = myview;
4899                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4900                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4901                         if(r_water_scissormode.integer)
4902                         {
4903                                 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4904                                 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4905                                 {
4906                                         p->rt_reflection = NULL;
4907                                         p->rt_refraction = NULL;
4908                                         p->rt_camera = NULL;
4909                                         continue;
4910                                 }
4911                         }
4912
4913                         r_refdef.view.clipplane = p->plane;
4914                         // reflected view origin may be in solid, so don't cull with it
4915                         r_refdef.view.usevieworiginculling = false;
4916                         // reverse the cullface settings for this render
4917                         r_refdef.view.cullface_front = GL_FRONT;
4918                         r_refdef.view.cullface_back = GL_BACK;
4919                         // combined pvs (based on what can be seen from each surface center)
4920                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4921                         {
4922                                 r_refdef.view.usecustompvs = true;
4923                                 if (p->pvsvalid)
4924                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4925                                 else
4926                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4927                         }
4928
4929                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4930                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4931                         GL_ScissorTest(false);
4932                         R_ClearScreen(r_refdef.fogenabled);
4933                         GL_ScissorTest(true);
4934                         if(r_water_scissormode.integer & 2)
4935                                 R_View_UpdateWithScissor(myscissor);
4936                         else
4937                                 R_View_Update();
4938                         R_AnimCache_CacheVisibleEntities();
4939                         if(r_water_scissormode.integer & 1)
4940                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4941                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4942
4943                         r_fb.water.hideplayer = false;
4944                         p->rt_reflection = rt;
4945                 }
4946
4947                 // render the normal view scene and copy into texture
4948                 // (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)
4949                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4950                 {
4951                         rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4952                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4953                                 goto error;
4954                         r_refdef.view = myview;
4955                         if(r_water_scissormode.integer)
4956                         {
4957                                 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4958                                 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4959                                 {
4960                                         p->rt_reflection = NULL;
4961                                         p->rt_refraction = NULL;
4962                                         p->rt_camera = NULL;
4963                                         continue;
4964                                 }
4965                         }
4966
4967                         // combined pvs (based on what can be seen from each surface center)
4968                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4969                         {
4970                                 r_refdef.view.usecustompvs = true;
4971                                 if (p->pvsvalid)
4972                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4973                                 else
4974                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4975                         }
4976
4977                         r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4978
4979                         r_refdef.view.clipplane = p->plane;
4980                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4981                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4982
4983                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4984                         {
4985                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4986                                 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4987                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4988                                 R_RenderView_UpdateViewVectors();
4989                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4990                                 {
4991                                         r_refdef.view.usecustompvs = true;
4992                                         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);
4993                                 }
4994                         }
4995
4996                         PlaneClassify(&r_refdef.view.clipplane);
4997
4998                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4999                         GL_ScissorTest(false);
5000                         R_ClearScreen(r_refdef.fogenabled);
5001                         GL_ScissorTest(true);
5002                         if(r_water_scissormode.integer & 2)
5003                                 R_View_UpdateWithScissor(myscissor);
5004                         else
5005                                 R_View_Update();
5006                         R_AnimCache_CacheVisibleEntities();
5007                         if(r_water_scissormode.integer & 1)
5008                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5009                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5010
5011                         r_fb.water.hideplayer = false;
5012                         p->rt_refraction = rt;
5013                 }
5014                 else if (p->materialflags & MATERIALFLAG_CAMERA)
5015                 {
5016                         rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5017                         if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5018                                 goto error;
5019                         r_refdef.view = myview;
5020
5021                         r_refdef.view.clipplane = p->plane;
5022                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5023                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5024
5025                         r_refdef.view.width = r_fb.water.camerawidth;
5026                         r_refdef.view.height = r_fb.water.cameraheight;
5027                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5028                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5029                         r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5030                         r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5031
5032                         if(p->camera_entity)
5033                         {
5034                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5035                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5036                         }
5037
5038                         // note: all of the view is used for displaying... so
5039                         // there is no use in scissoring
5040
5041                         // reverse the cullface settings for this render
5042                         r_refdef.view.cullface_front = GL_FRONT;
5043                         r_refdef.view.cullface_back = GL_BACK;
5044                         // also reverse the view matrix
5045                         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
5046                         R_RenderView_UpdateViewVectors();
5047                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5048                         {
5049                                 r_refdef.view.usecustompvs = true;
5050                                 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);
5051                         }
5052                         
5053                         // camera needs no clipplane
5054                         r_refdef.view.useclipplane = false;
5055                         // TODO: is the camera origin always valid?  if so we don't need to clear this
5056                         r_refdef.view.usevieworiginculling = false;
5057
5058                         PlaneClassify(&r_refdef.view.clipplane);
5059
5060                         r_fb.water.hideplayer = false;
5061
5062                         R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5063                         GL_ScissorTest(false);
5064                         R_ClearScreen(r_refdef.fogenabled);
5065                         GL_ScissorTest(true);
5066                         R_View_Update();
5067                         R_AnimCache_CacheVisibleEntities();
5068                         R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5069
5070                         r_fb.water.hideplayer = false;
5071                         p->rt_camera = rt;
5072                 }
5073
5074         }
5075         r_fb.water.renderingscene = false;
5076         r_refdef.view = originalview;
5077         R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5078         R_View_Update();
5079         R_AnimCache_CacheVisibleEntities();
5080         goto finish;
5081 error:
5082         r_refdef.view = originalview;
5083         r_fb.water.renderingscene = false;
5084         Cvar_SetValueQuick(&r_water, 0);
5085         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
5086 finish:
5087         // lowquality hack, restore cvars
5088         if (qualityreduction > 0)
5089         {
5090                 if (qualityreduction >= 1)
5091                 {
5092                         Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5093                         Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5094                         Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5095                 }
5096                 if (qualityreduction >= 2)
5097                 {
5098                         Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5099                         Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5100                         Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5101                 }
5102         }
5103 }
5104
5105 static void R_Bloom_StartFrame(void)
5106 {
5107         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5108         int viewwidth, viewheight;
5109         textype_t textype = TEXTYPE_COLORBUFFER;
5110
5111         // clear the pointers to rendertargets from last frame as they're stale
5112         r_fb.rt_screen = NULL;
5113         r_fb.rt_bloom = NULL;
5114
5115         switch (vid.renderpath)
5116         {
5117         case RENDERPATH_GL32:
5118                 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5119                 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5120                 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5121                 break;
5122         case RENDERPATH_GLES2:
5123                 r_fb.usedepthtextures = false;
5124                 break;
5125         }
5126
5127         if (r_viewscale_fpsscaling.integer)
5128         {
5129                 double actualframetime;
5130                 double targetframetime;
5131                 double adjust;
5132                 actualframetime = r_refdef.lastdrawscreentime;
5133                 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5134                 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5135                 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5136                 if (r_viewscale_fpsscaling_stepsize.value > 0)
5137                         adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5138                 viewscalefpsadjusted += adjust;
5139                 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5140         }
5141         else
5142                 viewscalefpsadjusted = 1.0f;
5143
5144         R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5145
5146         // set bloomwidth and bloomheight to the bloom resolution that will be
5147         // used (often less than the screen resolution for faster rendering)
5148         r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5149         r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5150         r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5151         r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5152         r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5153
5154         // calculate desired texture sizes
5155         screentexturewidth = viewwidth;
5156         screentextureheight = viewheight;
5157         bloomtexturewidth = r_fb.bloomwidth;
5158         bloomtextureheight = r_fb.bloomheight;
5159
5160         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))
5161         {
5162                 Cvar_SetValueQuick(&r_bloom, 0);
5163                 Cvar_SetValueQuick(&r_motionblur, 0);
5164                 Cvar_SetValueQuick(&r_damageblur, 0);
5165         }
5166
5167         // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5168         if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5169         {
5170                 if (r_fb.ghosttexture)
5171                         R_FreeTexture(r_fb.ghosttexture);
5172                 r_fb.ghosttexture = NULL;
5173
5174                 r_fb.screentexturewidth = screentexturewidth;
5175                 r_fb.screentextureheight = screentextureheight;
5176                 r_fb.textype = textype;
5177
5178                 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5179                 {
5180                         if (r_motionblur.value > 0 || r_damageblur.value > 0)
5181                                 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);
5182                         r_fb.ghosttexture_valid = false;
5183                 }
5184         }
5185
5186         if (r_bloom.integer)
5187         {
5188                 // bloom texture is a different resolution
5189                 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5190                 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5191                 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5192         }
5193         else
5194                 r_fb.bloomwidth = r_fb.bloomheight = 0;
5195
5196         r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5197
5198         r_refdef.view.clear = true;
5199 }
5200
5201 static void R_Bloom_MakeTexture(void)
5202 {
5203         int x, range, dir;
5204         float xoffset, yoffset, r, brighten;
5205         float colorscale = r_bloom_colorscale.value;
5206         r_viewport_t bloomviewport;
5207         r_rendertarget_t *prev, *cur;
5208         textype_t textype = r_fb.rt_screen->colortextype[0];
5209
5210         r_refdef.stats[r_stat_bloom]++;
5211
5212         R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5213
5214         // scale down screen texture to the bloom texture size
5215         CHECKGLERROR
5216         prev = r_fb.rt_screen;
5217         cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5218         R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5219         R_SetViewport(&bloomviewport);
5220         GL_CullFace(GL_NONE);
5221         GL_DepthTest(false);
5222         GL_BlendFunc(GL_ONE, GL_ZERO);
5223         GL_Color(colorscale, colorscale, colorscale, 1);
5224         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5225         // TODO: do boxfilter scale-down in shader?
5226         R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5227         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5228         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5229         // we now have a properly scaled bloom image
5230
5231         // multiply bloom image by itself as many times as desired to darken it
5232         // TODO: if people actually use this it could be done more quickly in the previous shader pass
5233         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5234         {
5235                 prev = cur;
5236                 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5237                 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5238                 x *= 2;
5239                 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5240                 if(x <= 2)
5241                         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5242                 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5243                 GL_Color(1,1,1,1); // no fix factor supported here
5244                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5245                 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5246                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5247                 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5248         }
5249         CHECKGLERROR
5250
5251         range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5252         brighten = r_bloom_brighten.value;
5253         brighten = sqrt(brighten);
5254         if(range >= 1)
5255                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5256
5257         for (dir = 0;dir < 2;dir++)
5258         {
5259                 prev = cur;
5260                 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5261                 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5262                 // blend on at multiple vertical offsets to achieve a vertical blur
5263                 // TODO: do offset blends using GLSL
5264                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5265                 CHECKGLERROR
5266                 GL_BlendFunc(GL_ONE, GL_ZERO);
5267                 CHECKGLERROR
5268                 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5269                 CHECKGLERROR
5270                 for (x = -range;x <= range;x++)
5271                 {
5272                         if (!dir){xoffset = 0;yoffset = x;}
5273                         else {xoffset = x;yoffset = 0;}
5274                         xoffset /= (float)prev->texturewidth;
5275                         yoffset /= (float)prev->textureheight;
5276                         // compute a texcoord array with the specified x and y offset
5277                         r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5278                         r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5279                         r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5280                         r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5281                         r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5282                         r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5283                         r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5284                         r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5285                         // this r value looks like a 'dot' particle, fading sharply to
5286                         // black at the edges
5287                         // (probably not realistic but looks good enough)
5288                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5289                         //r = brighten/(range*2+1);
5290                         r = brighten / (range * 2 + 1);
5291                         if(range >= 1)
5292                                 r *= (1 - x*x/(float)((range+1)*(range+1)));
5293                         if (r <= 0)
5294                                 continue;
5295                         CHECKGLERROR
5296                         GL_Color(r, r, r, 1);
5297                         CHECKGLERROR
5298                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5299                         CHECKGLERROR
5300                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5301                         r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5302                         CHECKGLERROR
5303                         GL_BlendFunc(GL_ONE, GL_ONE);
5304                         CHECKGLERROR
5305                 }
5306         }
5307
5308         // now we have the bloom image, so keep track of it
5309         r_fb.rt_bloom = cur;
5310 }
5311
5312 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5313 {
5314         dpuint64 permutation;
5315         float uservecs[4][4];
5316         rtexture_t *viewtexture;
5317         rtexture_t *bloomtexture;
5318
5319         R_EntityMatrix(&identitymatrix);
5320
5321         if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5322         {
5323                 // declare variables
5324                 float blur_factor, blur_mouseaccel, blur_velocity;
5325                 static float blur_average; 
5326                 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5327
5328                 // set a goal for the factoring
5329                 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) 
5330                         / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5331                 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) 
5332                         / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5333                 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) 
5334                         + (blur_mouseaccel * r_motionblur_mousefactor.value));
5335
5336                 // from the goal, pick an averaged value between goal and last value
5337                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5338                 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5339
5340                 // enforce minimum amount of blur 
5341                 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5342
5343                 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5344
5345                 // calculate values into a standard alpha
5346                 cl.motionbluralpha = 1 - exp(-
5347                                 (
5348                                         (r_motionblur.value * blur_factor / 80)
5349                                         +
5350                                         (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5351                                 )
5352                                 /
5353                                 max(0.0001, cl.time - cl.oldtime) // fps independent
5354                                 );
5355
5356                 // randomization for the blur value to combat persistent ghosting
5357                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5358                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5359
5360                 // apply the blur
5361                 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5362                 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5363                 {
5364                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5365                         GL_Color(1, 1, 1, cl.motionbluralpha);
5366                         R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5367                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5368                         R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5369                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5370                         r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5371                 }
5372
5373                 // updates old view angles for next pass
5374                 VectorCopy(cl.viewangles, blur_oldangles);
5375
5376                 // copy view into the ghost texture
5377                 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5378                 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5379                 r_fb.ghosttexture_valid = true;
5380         }
5381
5382         if (r_fb.bloomwidth)
5383         {
5384                 // make the bloom texture
5385                 R_Bloom_MakeTexture();
5386         }
5387
5388 #if _MSC_VER >= 1400
5389 #define sscanf sscanf_s
5390 #endif
5391         memset(uservecs, 0, sizeof(uservecs));
5392         if (r_glsl_postprocess_uservec1_enable.integer)
5393                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5394         if (r_glsl_postprocess_uservec2_enable.integer)
5395                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5396         if (r_glsl_postprocess_uservec3_enable.integer)
5397                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5398         if (r_glsl_postprocess_uservec4_enable.integer)
5399                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5400
5401         // render to the screen fbo
5402         R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5403         GL_Color(1, 1, 1, 1);
5404         GL_BlendFunc(GL_ONE, GL_ZERO);
5405
5406         viewtexture = r_fb.rt_screen->colortexture[0];
5407         bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5408
5409         if (r_rendertarget_debug.integer >= 0)
5410         {
5411                 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5412                 if (rt && rt->colortexture[0])
5413                 {
5414                         viewtexture = rt->colortexture[0];
5415                         bloomtexture = NULL;
5416                 }
5417         }
5418
5419         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5420         switch(vid.renderpath)
5421         {
5422         case RENDERPATH_GL32:
5423         case RENDERPATH_GLES2:
5424                 permutation =
5425                         (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5426                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5427                         | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5428                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5429                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5430                 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5431                 if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , viewtexture);
5432                 if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , bloomtexture);
5433                 if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
5434                 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]);
5435                 if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5436                 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]);
5437                 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]);
5438                 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]);
5439                 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]);
5440                 if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
5441                 if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5442                 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);
5443                 break;
5444         }
5445         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5446         r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5447 }
5448
5449 matrix4x4_t r_waterscrollmatrix;
5450
5451 void R_UpdateFog(void)
5452 {
5453         // Nehahra fog
5454         if (gamemode == GAME_NEHAHRA)
5455         {
5456                 if (gl_fogenable.integer)
5457                 {
5458                         r_refdef.oldgl_fogenable = true;
5459                         r_refdef.fog_density = gl_fogdensity.value;
5460                         r_refdef.fog_red = gl_fogred.value;
5461                         r_refdef.fog_green = gl_foggreen.value;
5462                         r_refdef.fog_blue = gl_fogblue.value;
5463                         r_refdef.fog_alpha = 1;
5464                         r_refdef.fog_start = 0;
5465                         r_refdef.fog_end = gl_skyclip.value;
5466                         r_refdef.fog_height = 1<<30;
5467                         r_refdef.fog_fadedepth = 128;
5468                 }
5469                 else if (r_refdef.oldgl_fogenable)
5470                 {
5471                         r_refdef.oldgl_fogenable = false;
5472                         r_refdef.fog_density = 0;
5473                         r_refdef.fog_red = 0;
5474                         r_refdef.fog_green = 0;
5475                         r_refdef.fog_blue = 0;
5476                         r_refdef.fog_alpha = 0;
5477                         r_refdef.fog_start = 0;
5478                         r_refdef.fog_end = 0;
5479                         r_refdef.fog_height = 1<<30;
5480                         r_refdef.fog_fadedepth = 128;
5481                 }
5482         }
5483
5484         // fog parms
5485         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5486         r_refdef.fog_start = max(0, r_refdef.fog_start);
5487         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5488
5489         if (r_refdef.fog_density && r_drawfog.integer)
5490         {
5491                 r_refdef.fogenabled = true;
5492                 // this is the point where the fog reaches 0.9986 alpha, which we
5493                 // consider a good enough cutoff point for the texture
5494                 // (0.9986 * 256 == 255.6)
5495                 if (r_fog_exp2.integer)
5496                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5497                 else
5498                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5499                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5500                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5501                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5502                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5503                         R_BuildFogHeightTexture();
5504                 // fog color was already set
5505                 // update the fog texture
5506                 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)
5507                         R_BuildFogTexture();
5508                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5509                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5510         }
5511         else
5512                 r_refdef.fogenabled = false;
5513
5514         // fog color
5515         if (r_refdef.fog_density)
5516         {
5517                 r_refdef.fogcolor[0] = r_refdef.fog_red;
5518                 r_refdef.fogcolor[1] = r_refdef.fog_green;
5519                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5520
5521                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5522                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5523                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5524                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5525
5526                 {
5527                         vec3_t fogvec;
5528                         VectorCopy(r_refdef.fogcolor, fogvec);
5529                         //   color.rgb *= ContrastBoost * SceneBrightness;
5530                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5531                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5532                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5533                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5534                 }
5535         }
5536 }
5537
5538 void R_UpdateVariables(void)
5539 {
5540         R_Textures_Frame();
5541
5542         r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5543
5544         r_refdef.farclip = r_farclip_base.value;
5545         if (r_refdef.scene.worldmodel)
5546                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5547         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5548
5549         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5550                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5551         r_refdef.polygonfactor = 0;
5552         r_refdef.polygonoffset = 0;
5553
5554         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5555         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5556         r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5557         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5558         r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5559         if (FAKELIGHT_ENABLED)
5560         {
5561                 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
5562         }
5563         else if (r_refdef.scene.worldmodel)
5564         {
5565                 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5566         }
5567         if (r_showsurfaces.integer)
5568         {
5569                 r_refdef.scene.rtworld = false;
5570                 r_refdef.scene.rtworldshadows = false;
5571                 r_refdef.scene.rtdlight = false;
5572                 r_refdef.scene.rtdlightshadows = false;
5573                 r_refdef.scene.lightmapintensity = 0;
5574         }
5575
5576         r_gpuskeletal = false;
5577         switch(vid.renderpath)
5578         {
5579         case RENDERPATH_GL32:
5580                 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5581         case RENDERPATH_GLES2:
5582                 if(!vid_gammatables_trivial)
5583                 {
5584                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5585                         {
5586                                 // build GLSL gamma texture
5587 #define RAMPWIDTH 256
5588                                 unsigned short ramp[RAMPWIDTH * 3];
5589                                 unsigned char rampbgr[RAMPWIDTH][4];
5590                                 int i;
5591
5592                                 r_texture_gammaramps_serial = vid_gammatables_serial;
5593
5594                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5595                                 for(i = 0; i < RAMPWIDTH; ++i)
5596                                 {
5597                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5598                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5599                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5600                                         rampbgr[i][3] = 0;
5601                                 }
5602                                 if (r_texture_gammaramps)
5603                                 {
5604                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5605                                 }
5606                                 else
5607                                 {
5608                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5609                                 }
5610                         }
5611                 }
5612                 else
5613                 {
5614                         // remove GLSL gamma texture
5615                 }
5616                 break;
5617         }
5618 }
5619
5620 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5621 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5622 /*
5623 ================
5624 R_SelectScene
5625 ================
5626 */
5627 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5628         if( scenetype != r_currentscenetype ) {
5629                 // store the old scenetype
5630                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5631                 r_currentscenetype = scenetype;
5632                 // move in the new scene
5633                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5634         }
5635 }
5636
5637 /*
5638 ================
5639 R_GetScenePointer
5640 ================
5641 */
5642 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5643 {
5644         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5645         if( scenetype == r_currentscenetype ) {
5646                 return &r_refdef.scene;
5647         } else {
5648                 return &r_scenes_store[ scenetype ];
5649         }
5650 }
5651
5652 static int R_SortEntities_Compare(const void *ap, const void *bp)
5653 {
5654         const entity_render_t *a = *(const entity_render_t **)ap;
5655         const entity_render_t *b = *(const entity_render_t **)bp;
5656
5657         // 1. compare model
5658         if(a->model < b->model)
5659                 return -1;
5660         if(a->model > b->model)
5661                 return +1;
5662
5663         // 2. compare skin
5664         // TODO possibly calculate the REAL skinnum here first using
5665         // skinscenes?
5666         if(a->skinnum < b->skinnum)
5667                 return -1;
5668         if(a->skinnum > b->skinnum)
5669                 return +1;
5670
5671         // everything we compared is equal
5672         return 0;
5673 }
5674 static void R_SortEntities(void)
5675 {
5676         // below or equal 2 ents, sorting never gains anything
5677         if(r_refdef.scene.numentities <= 2)
5678                 return;
5679         // sort
5680         qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5681 }
5682
5683 /*
5684 ================
5685 R_RenderView
5686 ================
5687 */
5688 extern cvar_t r_shadow_bouncegrid;
5689 extern cvar_t v_isometric;
5690 extern void V_MakeViewIsometric(void);
5691 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5692 {
5693         matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5694         int viewfbo = 0;
5695         rtexture_t *viewdepthtexture = NULL;
5696         rtexture_t *viewcolortexture = NULL;
5697         int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5698
5699         // finish any 2D rendering that was queued
5700         DrawQ_Finish();
5701
5702         if (r_timereport_active)
5703                 R_TimeReport("start");
5704         r_textureframe++; // used only by R_GetCurrentTexture
5705         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5706
5707         if(R_CompileShader_CheckStaticParms())
5708                 R_GLSL_Restart_f();
5709
5710         if (!r_drawentities.integer)
5711                 r_refdef.scene.numentities = 0;
5712         else if (r_sortentities.integer)
5713                 R_SortEntities();
5714
5715         R_AnimCache_ClearCache();
5716
5717         /* adjust for stereo display */
5718         if(R_Stereo_Active())
5719         {
5720                 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);
5721                 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5722         }
5723
5724         if (r_refdef.view.isoverlay)
5725         {
5726                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5727                 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5728                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5729                 R_TimeReport("depthclear");
5730
5731                 r_refdef.view.showdebug = false;
5732
5733                 r_fb.water.enabled = false;
5734                 r_fb.water.numwaterplanes = 0;
5735
5736                 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5737
5738                 r_refdef.view.matrix = originalmatrix;
5739
5740                 CHECKGLERROR
5741                 return;
5742         }
5743
5744         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5745         {
5746                 r_refdef.view.matrix = originalmatrix;
5747                 return;
5748         }
5749
5750         r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5751         if (v_isometric.integer && r_refdef.view.ismain)
5752                 V_MakeViewIsometric();
5753
5754         r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5755
5756         if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5757                 // in sRGB fallback, behave similar to true sRGB: convert this
5758                 // value from linear to sRGB
5759                 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5760
5761         R_RenderView_UpdateViewVectors();
5762
5763         R_Shadow_UpdateWorldLightSelection();
5764
5765         // this will set up r_fb.rt_screen
5766         R_Bloom_StartFrame();
5767
5768         // apply bloom brightness offset
5769         if(r_fb.rt_bloom)
5770                 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5771
5772         // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5773         if (r_fb.rt_screen)
5774         {
5775                 viewfbo = r_fb.rt_screen->fbo;
5776                 viewdepthtexture = r_fb.rt_screen->depthtexture;
5777                 viewcolortexture = r_fb.rt_screen->colortexture[0];
5778                 viewx = 0;
5779                 viewy = 0;
5780                 viewwidth = width;
5781                 viewheight = height;
5782         }
5783
5784         R_Water_StartFrame();
5785
5786         CHECKGLERROR
5787         if (r_timereport_active)
5788                 R_TimeReport("viewsetup");
5789
5790         R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5791
5792         // clear the whole fbo every frame - otherwise the driver will consider
5793         // it to be an inter-frame texture and stall in multi-gpu configurations
5794         if (r_fb.rt_screen)
5795                 GL_ScissorTest(false);
5796         R_ClearScreen(r_refdef.fogenabled);
5797         if (r_timereport_active)
5798                 R_TimeReport("viewclear");
5799
5800         r_refdef.view.clear = true;
5801
5802         r_refdef.view.showdebug = true;
5803
5804         R_View_Update();
5805         if (r_timereport_active)
5806                 R_TimeReport("visibility");
5807
5808         R_AnimCache_CacheVisibleEntities();
5809         if (r_timereport_active)
5810                 R_TimeReport("animcache");
5811
5812         R_Shadow_UpdateBounceGridTexture();
5813         if (r_timereport_active && r_shadow_bouncegrid.integer)
5814                 R_TimeReport("bouncegrid");
5815
5816         r_fb.water.numwaterplanes = 0;
5817         if (r_fb.water.enabled)
5818                 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5819
5820         // for the actual view render we use scissoring a fair amount, so scissor
5821         // test needs to be on
5822         if (r_fb.rt_screen)
5823                 GL_ScissorTest(true);
5824         GL_Scissor(viewx, viewy, viewwidth, viewheight);
5825         R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5826         r_fb.water.numwaterplanes = 0;
5827
5828         // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5829         GL_ScissorTest(false);
5830
5831         R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5832         if (r_timereport_active)
5833                 R_TimeReport("blendview");
5834
5835         r_refdef.view.matrix = originalmatrix;
5836
5837         CHECKGLERROR
5838
5839         // go back to 2d rendering
5840         DrawQ_Start();
5841 }
5842
5843 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5844 {
5845         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5846         {
5847                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5848                 if (r_timereport_active)
5849                         R_TimeReport("waterworld");
5850         }
5851
5852         // don't let sound skip if going slow
5853         if (r_refdef.scene.extraupdate)
5854                 S_ExtraUpdate ();
5855
5856         R_DrawModelsAddWaterPlanes();
5857         if (r_timereport_active)
5858                 R_TimeReport("watermodels");
5859
5860         if (r_fb.water.numwaterplanes)
5861         {
5862                 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5863                 if (r_timereport_active)
5864                         R_TimeReport("waterscenes");
5865         }
5866 }
5867
5868 extern cvar_t cl_locs_show;
5869 static void R_DrawLocs(void);
5870 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5871 static void R_DrawModelDecals(void);
5872 extern cvar_t cl_decals_newsystem;
5873 extern qboolean r_shadow_usingdeferredprepass;
5874 extern int r_shadow_shadowmapatlas_modelshadows_size;
5875 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5876 {
5877         qboolean shadowmapping = false;
5878
5879         if (r_timereport_active)
5880                 R_TimeReport("beginscene");
5881
5882         r_refdef.stats[r_stat_renders]++;
5883
5884         R_UpdateFog();
5885
5886         // don't let sound skip if going slow
5887         if (r_refdef.scene.extraupdate)
5888                 S_ExtraUpdate ();
5889
5890         R_MeshQueue_BeginScene();
5891
5892         R_SkyStartFrame();
5893
5894         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);
5895
5896         if (r_timereport_active)
5897                 R_TimeReport("skystartframe");
5898
5899         if (cl.csqc_vidvars.drawworld)
5900         {
5901                 // don't let sound skip if going slow
5902                 if (r_refdef.scene.extraupdate)
5903                         S_ExtraUpdate ();
5904
5905                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5906                 {
5907                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5908                         if (r_timereport_active)
5909                                 R_TimeReport("worldsky");
5910                 }
5911
5912                 if (R_DrawBrushModelsSky() && r_timereport_active)
5913                         R_TimeReport("bmodelsky");
5914
5915                 if (skyrendermasked && skyrenderlater)
5916                 {
5917                         // we have to force off the water clipping plane while rendering sky
5918                         R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5919                         R_Sky();
5920                         R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5921                         if (r_timereport_active)
5922                                 R_TimeReport("sky");
5923                 }
5924         }
5925
5926         // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5927         r_shadow_viewfbo = viewfbo;
5928         r_shadow_viewdepthtexture = viewdepthtexture;
5929         r_shadow_viewcolortexture = viewcolortexture;
5930         r_shadow_viewx = viewx;
5931         r_shadow_viewy = viewy;
5932         r_shadow_viewwidth = viewwidth;
5933         r_shadow_viewheight = viewheight;
5934
5935         R_Shadow_PrepareModelShadows();
5936         R_Shadow_PrepareLights();
5937         if (r_timereport_active)
5938                 R_TimeReport("preparelights");
5939
5940         // render all the shadowmaps that will be used for this view
5941         shadowmapping = R_Shadow_ShadowMappingEnabled();
5942         if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5943         {
5944                 R_Shadow_DrawShadowMaps();
5945                 if (r_timereport_active)
5946                         R_TimeReport("shadowmaps");
5947         }
5948
5949         // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5950         if (r_shadow_usingdeferredprepass)
5951                 R_Shadow_DrawPrepass();
5952
5953         // now we begin the forward pass of the view render
5954         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5955         {
5956                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5957                 if (r_timereport_active)
5958                         R_TimeReport("worlddepth");
5959         }
5960         if (r_depthfirst.integer >= 2)
5961         {
5962                 R_DrawModelsDepth();
5963                 if (r_timereport_active)
5964                         R_TimeReport("modeldepth");
5965         }
5966
5967         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5968         {
5969                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5970                 if (r_timereport_active)
5971                         R_TimeReport("world");
5972         }
5973
5974         // don't let sound skip if going slow
5975         if (r_refdef.scene.extraupdate)
5976                 S_ExtraUpdate ();
5977
5978         R_DrawModels();
5979         if (r_timereport_active)
5980                 R_TimeReport("models");
5981
5982         // don't let sound skip if going slow
5983         if (r_refdef.scene.extraupdate)
5984                 S_ExtraUpdate ();
5985
5986         if (!r_shadow_usingdeferredprepass)
5987         {
5988                 R_Shadow_DrawLights();
5989                 if (r_timereport_active)
5990                         R_TimeReport("rtlights");
5991         }
5992
5993         // don't let sound skip if going slow
5994         if (r_refdef.scene.extraupdate)
5995                 S_ExtraUpdate ();
5996
5997         if (cl.csqc_vidvars.drawworld)
5998         {
5999                 if (cl_decals_newsystem.integer)
6000                 {
6001                         R_DrawModelDecals();
6002                         if (r_timereport_active)
6003                                 R_TimeReport("modeldecals");
6004                 }
6005                 else
6006                 {
6007                         R_DrawDecals();
6008                         if (r_timereport_active)
6009                                 R_TimeReport("decals");
6010                 }
6011
6012                 R_DrawParticles();
6013                 if (r_timereport_active)
6014                         R_TimeReport("particles");
6015
6016                 R_DrawExplosions();
6017                 if (r_timereport_active)
6018                         R_TimeReport("explosions");
6019         }
6020
6021         if (r_refdef.view.showdebug)
6022         {
6023                 if (cl_locs_show.integer)
6024                 {
6025                         R_DrawLocs();
6026                         if (r_timereport_active)
6027                                 R_TimeReport("showlocs");
6028                 }
6029
6030                 if (r_drawportals.integer)
6031                 {
6032                         R_DrawPortals();
6033                         if (r_timereport_active)
6034                                 R_TimeReport("portals");
6035                 }
6036
6037                 if (r_showbboxes_client.value > 0)
6038                 {
6039                         R_DrawEntityBBoxes(CLVM_prog);
6040                         if (r_timereport_active)
6041                                 R_TimeReport("clbboxes");
6042                 }
6043                 if (r_showbboxes.value > 0)
6044                 {
6045                         R_DrawEntityBBoxes(SVVM_prog);
6046                         if (r_timereport_active)
6047                                 R_TimeReport("svbboxes");
6048                 }
6049         }
6050
6051         if (r_transparent.integer)
6052         {
6053                 R_MeshQueue_RenderTransparent();
6054                 if (r_timereport_active)
6055                         R_TimeReport("drawtrans");
6056         }
6057
6058         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))
6059         {
6060                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6061                 if (r_timereport_active)
6062                         R_TimeReport("worlddebug");
6063                 R_DrawModelsDebug();
6064                 if (r_timereport_active)
6065                         R_TimeReport("modeldebug");
6066         }
6067
6068         if (cl.csqc_vidvars.drawworld)
6069         {
6070                 R_Shadow_DrawCoronas();
6071                 if (r_timereport_active)
6072                         R_TimeReport("coronas");
6073         }
6074
6075         // don't let sound skip if going slow
6076         if (r_refdef.scene.extraupdate)
6077                 S_ExtraUpdate ();
6078 }
6079
6080 static const unsigned short bboxelements[36] =
6081 {
6082         5, 1, 3, 5, 3, 7,
6083         6, 2, 0, 6, 0, 4,
6084         7, 3, 2, 7, 2, 6,
6085         4, 0, 1, 4, 1, 5,
6086         4, 5, 7, 4, 7, 6,
6087         1, 0, 2, 1, 2, 3,
6088 };
6089
6090 #define BBOXEDGES 13
6091 static const float bboxedges[BBOXEDGES][6] = 
6092 {
6093         // whole box
6094         { 0, 0, 0, 1, 1, 1 },
6095         // bottom edges
6096         { 0, 0, 0, 0, 1, 0 },
6097         { 0, 0, 0, 1, 0, 0 },
6098         { 0, 1, 0, 1, 1, 0 },
6099         { 1, 0, 0, 1, 1, 0 },
6100         // top edges
6101         { 0, 0, 1, 0, 1, 1 },
6102         { 0, 0, 1, 1, 0, 1 },
6103         { 0, 1, 1, 1, 1, 1 },
6104         { 1, 0, 1, 1, 1, 1 },
6105         // vertical edges
6106         { 0, 0, 0, 0, 0, 1 },
6107         { 1, 0, 0, 1, 0, 1 },
6108         { 0, 1, 0, 0, 1, 1 },
6109         { 1, 1, 0, 1, 1, 1 },
6110 };
6111
6112 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6113 {
6114         int numvertices = BBOXEDGES * 8;
6115         float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6116         int numtriangles = BBOXEDGES * 12;
6117         unsigned short elements[BBOXEDGES * 36];
6118         int i, edge;
6119         float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6120
6121         RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6122
6123         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6124         GL_DepthMask(false);
6125         GL_DepthRange(0, 1);
6126         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6127
6128         for (edge = 0; edge < BBOXEDGES; edge++)
6129         {
6130                 for (i = 0; i < 3; i++)
6131                 {
6132                         edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6133                         edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6134                 }
6135                 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6136                 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6137                 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6138                 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6139                 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6140                 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6141                 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6142                 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6143                 for (i = 0; i < 36; i++)
6144                         elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6145         }
6146         R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6147         if (r_refdef.fogenabled)
6148         {
6149                 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6150                 {
6151                         f1 = RSurf_FogVertex(v);
6152                         f2 = 1 - f1;
6153                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6154                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6155                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6156                 }
6157         }
6158         R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6159         R_Mesh_ResetTextureState();
6160         R_SetupShader_Generic_NoTexture(false, false);
6161         R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6162 }
6163
6164 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6165 {
6166         // hacky overloading of the parameters
6167         prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6168         int i;
6169         float color[4];
6170         prvm_edict_t *edict;
6171
6172         GL_CullFace(GL_NONE);
6173         R_SetupShader_Generic_NoTexture(false, false);
6174
6175         for (i = 0;i < numsurfaces;i++)
6176         {
6177                 edict = PRVM_EDICT_NUM(surfacelist[i]);
6178                 switch ((int)PRVM_serveredictfloat(edict, solid))
6179                 {
6180                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
6181                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
6182                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
6183                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6184                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
6185                         case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
6186                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
6187                 }
6188                 if (prog == CLVM_prog)
6189                         color[3] *= r_showbboxes_client.value;
6190                 else
6191                         color[3] *= r_showbboxes.value;
6192                 color[3] = bound(0, color[3], 1);
6193                 GL_DepthTest(!r_showdisabledepthtest.integer);
6194                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6195         }
6196 }
6197
6198 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6199 {
6200         int i;
6201         prvm_edict_t *edict;
6202         vec3_t center;
6203
6204         if (prog == NULL)
6205                 return;
6206
6207         for (i = 0; i < prog->num_edicts; i++)
6208         {
6209                 edict = PRVM_EDICT_NUM(i);
6210                 if (edict->priv.server->free)
6211                         continue;
6212                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6213                 if (PRVM_serveredictedict(edict, tag_entity) != 0)
6214                         continue;
6215                 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6216                         continue;
6217                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6218                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6219         }
6220 }
6221
6222 static const int nomodelelement3i[24] =
6223 {
6224         5, 2, 0,
6225         5, 1, 2,
6226         5, 0, 3,
6227         5, 3, 1,
6228         0, 2, 4,
6229         2, 1, 4,
6230         3, 0, 4,
6231         1, 3, 4
6232 };
6233
6234 static const unsigned short nomodelelement3s[24] =
6235 {
6236         5, 2, 0,
6237         5, 1, 2,
6238         5, 0, 3,
6239         5, 3, 1,
6240         0, 2, 4,
6241         2, 1, 4,
6242         3, 0, 4,
6243         1, 3, 4
6244 };
6245
6246 static const float nomodelvertex3f[6*3] =
6247 {
6248         -16,   0,   0,
6249          16,   0,   0,
6250           0, -16,   0,
6251           0,  16,   0,
6252           0,   0, -16,
6253           0,   0,  16
6254 };
6255
6256 static const float nomodelcolor4f[6*4] =
6257 {
6258         0.0f, 0.0f, 0.5f, 1.0f,
6259         0.0f, 0.0f, 0.5f, 1.0f,
6260         0.0f, 0.5f, 0.0f, 1.0f,
6261         0.0f, 0.5f, 0.0f, 1.0f,
6262         0.5f, 0.0f, 0.0f, 1.0f,
6263         0.5f, 0.0f, 0.0f, 1.0f
6264 };
6265
6266 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6267 {
6268         int i;
6269         float f1, f2, *c;
6270         float color4f[6*4];
6271
6272         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);
6273
6274         // this is only called once per entity so numsurfaces is always 1, and
6275         // surfacelist is always {0}, so this code does not handle batches
6276
6277         if (rsurface.ent_flags & RENDER_ADDITIVE)
6278         {
6279                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6280                 GL_DepthMask(false);
6281         }
6282         else if (ent->alpha < 1)
6283         {
6284                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6285                 GL_DepthMask(false);
6286         }
6287         else
6288         {
6289                 GL_BlendFunc(GL_ONE, GL_ZERO);
6290                 GL_DepthMask(true);
6291         }
6292         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6293         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6294         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6295         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6296         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6297         for (i = 0, c = color4f;i < 6;i++, c += 4)
6298         {
6299                 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6300                 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6301                 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6302                 c[3] *= ent->alpha;
6303         }
6304         if (r_refdef.fogenabled)
6305         {
6306                 for (i = 0, c = color4f;i < 6;i++, c += 4)
6307                 {
6308                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6309                         f2 = 1 - f1;
6310                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6311                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6312                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6313                 }
6314         }
6315 //      R_Mesh_ResetTextureState();
6316         R_SetupShader_Generic_NoTexture(false, false);
6317         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6318         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6319 }
6320
6321 void R_DrawNoModel(entity_render_t *ent)
6322 {
6323         vec3_t org;
6324         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6325         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6326                 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6327         else
6328                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6329 }
6330
6331 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6332 {
6333         vec3_t right1, right2, diff, normal;
6334
6335         VectorSubtract (org2, org1, normal);
6336
6337         // calculate 'right' vector for start
6338         VectorSubtract (r_refdef.view.origin, org1, diff);
6339         CrossProduct (normal, diff, right1);
6340         VectorNormalize (right1);
6341
6342         // calculate 'right' vector for end
6343         VectorSubtract (r_refdef.view.origin, org2, diff);
6344         CrossProduct (normal, diff, right2);
6345         VectorNormalize (right2);
6346
6347         vert[ 0] = org1[0] + width * right1[0];
6348         vert[ 1] = org1[1] + width * right1[1];
6349         vert[ 2] = org1[2] + width * right1[2];
6350         vert[ 3] = org1[0] - width * right1[0];
6351         vert[ 4] = org1[1] - width * right1[1];
6352         vert[ 5] = org1[2] - width * right1[2];
6353         vert[ 6] = org2[0] - width * right2[0];
6354         vert[ 7] = org2[1] - width * right2[1];
6355         vert[ 8] = org2[2] - width * right2[2];
6356         vert[ 9] = org2[0] + width * right2[0];
6357         vert[10] = org2[1] + width * right2[1];
6358         vert[11] = org2[2] + width * right2[2];
6359 }
6360
6361 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)
6362 {
6363         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6364         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6365         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6366         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6367         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6368         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6369         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6370         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6371         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6372         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6373         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6374         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6375 }
6376
6377 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6378 {
6379         int i;
6380         float *vertex3f;
6381         float v[3];
6382         VectorSet(v, x, y, z);
6383         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6384                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6385                         break;
6386         if (i == mesh->numvertices)
6387         {
6388                 if (mesh->numvertices < mesh->maxvertices)
6389                 {
6390                         VectorCopy(v, vertex3f);
6391                         mesh->numvertices++;
6392                 }
6393                 return mesh->numvertices;
6394         }
6395         else
6396                 return i;
6397 }
6398
6399 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6400 {
6401         int i;
6402         int *e, element[3];
6403         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6404         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6405         e = mesh->element3i + mesh->numtriangles * 3;
6406         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6407         {
6408                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6409                 if (mesh->numtriangles < mesh->maxtriangles)
6410                 {
6411                         *e++ = element[0];
6412                         *e++ = element[1];
6413                         *e++ = element[2];
6414                         mesh->numtriangles++;
6415                 }
6416                 element[1] = element[2];
6417         }
6418 }
6419
6420 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6421 {
6422         int i;
6423         int *e, element[3];
6424         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6425         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6426         e = mesh->element3i + mesh->numtriangles * 3;
6427         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6428         {
6429                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6430                 if (mesh->numtriangles < mesh->maxtriangles)
6431                 {
6432                         *e++ = element[0];
6433                         *e++ = element[1];
6434                         *e++ = element[2];
6435                         mesh->numtriangles++;
6436                 }
6437                 element[1] = element[2];
6438         }
6439 }
6440
6441 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6442 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6443 {
6444         int planenum, planenum2;
6445         int w;
6446         int tempnumpoints;
6447         mplane_t *plane, *plane2;
6448         double maxdist;
6449         double temppoints[2][256*3];
6450         // figure out how large a bounding box we need to properly compute this brush
6451         maxdist = 0;
6452         for (w = 0;w < numplanes;w++)
6453                 maxdist = max(maxdist, fabs(planes[w].dist));
6454         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6455         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6456         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6457         {
6458                 w = 0;
6459                 tempnumpoints = 4;
6460                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6461                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6462                 {
6463                         if (planenum2 == planenum)
6464                                 continue;
6465                         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);
6466                         w = !w;
6467                 }
6468                 if (tempnumpoints < 3)
6469                         continue;
6470                 // generate elements forming a triangle fan for this polygon
6471                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6472         }
6473 }
6474
6475 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)
6476 {
6477         texturelayer_t *layer;
6478         layer = t->currentlayers + t->currentnumlayers++;
6479         layer->type = type;
6480         layer->depthmask = depthmask;
6481         layer->blendfunc1 = blendfunc1;
6482         layer->blendfunc2 = blendfunc2;
6483         layer->texture = texture;
6484         layer->texmatrix = *matrix;
6485         layer->color[0] = r;
6486         layer->color[1] = g;
6487         layer->color[2] = b;
6488         layer->color[3] = a;
6489 }
6490
6491 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6492 {
6493         if(parms[0] == 0 && parms[1] == 0)
6494                 return false;
6495         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6496                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6497                         return false;
6498         return true;
6499 }
6500
6501 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6502 {
6503         double index, f;
6504         index = parms[2] + rsurface.shadertime * parms[3];
6505         index -= floor(index);
6506         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6507         {
6508         default:
6509         case Q3WAVEFUNC_NONE:
6510         case Q3WAVEFUNC_NOISE:
6511         case Q3WAVEFUNC_COUNT:
6512                 f = 0;
6513                 break;
6514         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6515         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6516         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6517         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6518         case Q3WAVEFUNC_TRIANGLE:
6519                 index *= 4;
6520                 f = index - floor(index);
6521                 if (index < 1)
6522                 {
6523                         // f = f;
6524                 }
6525                 else if (index < 2)
6526                         f = 1 - f;
6527                 else if (index < 3)
6528                         f = -f;
6529                 else
6530                         f = -(1 - f);
6531                 break;
6532         }
6533         f = parms[0] + parms[1] * f;
6534         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6535                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6536         return (float) f;
6537 }
6538
6539 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6540 {
6541         int w, h, idx;
6542         float shadertime;
6543         float f;
6544         float offsetd[2];
6545         float tcmat[12];
6546         matrix4x4_t matrix, temp;
6547         // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6548         // it's better to have one huge fixup every 9 hours than gradual
6549         // degradation over time which looks consistently bad after many hours.
6550         //
6551         // tcmod scroll in particular suffers from this degradation which can't be
6552         // effectively worked around even with floor() tricks because we don't
6553         // know if tcmod scroll is the last tcmod being applied, and for clampmap
6554         // a workaround involving floor() would be incorrect anyway...
6555         shadertime = rsurface.shadertime;
6556         if (shadertime >= 32768.0f)
6557                 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6558         switch(tcmod->tcmod)
6559         {
6560                 case Q3TCMOD_COUNT:
6561                 case Q3TCMOD_NONE:
6562                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6563                                 matrix = r_waterscrollmatrix;
6564                         else
6565                                 matrix = identitymatrix;
6566                         break;
6567                 case Q3TCMOD_ENTITYTRANSLATE:
6568                         // this is used in Q3 to allow the gamecode to control texcoord
6569                         // scrolling on the entity, which is not supported in darkplaces yet.
6570                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6571                         break;
6572                 case Q3TCMOD_ROTATE:
6573                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6574                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6575                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6576                         break;
6577                 case Q3TCMOD_SCALE:
6578                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6579                         break;
6580                 case Q3TCMOD_SCROLL:
6581                         // this particular tcmod is a "bug for bug" compatible one with regards to
6582                         // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6583                         // specifically did the wrapping and so we must mimic that...
6584                         offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6585                         offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6586                         Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6587                         break;
6588                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6589                         w = (int) tcmod->parms[0];
6590                         h = (int) tcmod->parms[1];
6591                         f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6592                         f = f - floor(f);
6593                         idx = (int) floor(f * w * h);
6594                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6595                         break;
6596                 case Q3TCMOD_STRETCH:
6597                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6598                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6599                         break;
6600                 case Q3TCMOD_TRANSFORM:
6601                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
6602                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
6603                         VectorSet(tcmat +  6, 0                   , 0                , 1);
6604                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
6605                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6606                         break;
6607                 case Q3TCMOD_TURBULENT:
6608                         // this is handled in the RSurf_PrepareVertices function
6609                         matrix = identitymatrix;
6610                         break;
6611         }
6612         temp = *texmatrix;
6613         Matrix4x4_Concat(texmatrix, &matrix, &temp);
6614 }
6615
6616 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6617 {
6618         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6619         char name[MAX_QPATH];
6620         skinframe_t *skinframe;
6621         unsigned char pixels[296*194];
6622         strlcpy(cache->name, skinname, sizeof(cache->name));
6623         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6624         if (developer_loading.integer)
6625                 Con_Printf("loading %s\n", name);
6626         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6627         if (!skinframe || !skinframe->base)
6628         {
6629                 unsigned char *f;
6630                 fs_offset_t filesize;
6631                 skinframe = NULL;
6632                 f = FS_LoadFile(name, tempmempool, true, &filesize);
6633                 if (f)
6634                 {
6635                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6636                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6637                         Mem_Free(f);
6638                 }
6639         }
6640         cache->skinframe = skinframe;
6641 }
6642
6643 texture_t *R_GetCurrentTexture(texture_t *t)
6644 {
6645         int i, q;
6646         const entity_render_t *ent = rsurface.entity;
6647         dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6648         q3shaderinfo_layer_tcmod_t *tcmod;
6649         float specularscale = 0.0f;
6650
6651         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6652                 return t->currentframe;
6653         t->update_lastrenderframe = r_textureframe;
6654         t->update_lastrenderentity = (void *)ent;
6655
6656         if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6657                 t->camera_entity = ent->entitynumber;
6658         else
6659                 t->camera_entity = 0;
6660
6661         // switch to an alternate material if this is a q1bsp animated material
6662         {
6663                 texture_t *texture = t;
6664                 int s = rsurface.ent_skinnum;
6665                 if ((unsigned int)s >= (unsigned int)model->numskins)
6666                         s = 0;
6667                 if (model->skinscenes)
6668                 {
6669                         if (model->skinscenes[s].framecount > 1)
6670                                 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6671                         else
6672                                 s = model->skinscenes[s].firstframe;
6673                 }
6674                 if (s > 0)
6675                         t = t + s * model->num_surfaces;
6676                 if (t->animated)
6677                 {
6678                         // use an alternate animation if the entity's frame is not 0,
6679                         // and only if the texture has an alternate animation
6680                         if (t->animated == 2) // q2bsp
6681                                 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6682                         else if (rsurface.ent_alttextures && t->anim_total[1])
6683                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6684                         else
6685                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6686                 }
6687                 texture->currentframe = t;
6688         }
6689
6690         // update currentskinframe to be a qw skin or animation frame
6691         if (rsurface.ent_qwskin >= 0)
6692         {
6693                 i = rsurface.ent_qwskin;
6694                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6695                 {
6696                         r_qwskincache_size = cl.maxclients;
6697                         if (r_qwskincache)
6698                                 Mem_Free(r_qwskincache);
6699                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6700                 }
6701                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6702                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6703                 t->currentskinframe = r_qwskincache[i].skinframe;
6704                 if (t->materialshaderpass && t->currentskinframe == NULL)
6705                         t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6706         }
6707         else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6708                 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6709         if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6710                 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6711
6712         t->currentmaterialflags = t->basematerialflags;
6713         t->currentalpha = rsurface.entity->alpha * t->basealpha;
6714         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6715                 t->currentalpha *= r_wateralpha.value;
6716         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6717                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6718         if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6719                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6720
6721         // decide on which type of lighting to use for this surface
6722         if (rsurface.entity->render_modellight_forced)
6723                 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6724         if (rsurface.entity->render_rtlight_disabled)
6725                 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6726         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6727         {
6728                 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6729                 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
6730                 for (q = 0; q < 3; q++)
6731                 {
6732                         t->render_glowmod[q] = rsurface.entity->glowmod[q];
6733                         t->render_modellight_lightdir[q] = q == 2;
6734                         t->render_modellight_ambient[q] = 1;
6735                         t->render_modellight_diffuse[q] = 0;
6736                         t->render_modellight_specular[q] = 0;
6737                         t->render_lightmap_ambient[q] = 0;
6738                         t->render_lightmap_diffuse[q] = 0;
6739                         t->render_lightmap_specular[q] = 0;
6740                         t->render_rtlight_diffuse[q] = 0;
6741                         t->render_rtlight_specular[q] = 0;
6742                 }
6743         }
6744         else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6745         {
6746                 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6747                 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6748                 for (q = 0; q < 3; q++)
6749                 {
6750                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6751                         t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6752                         t->render_modellight_lightdir[q] = q == 2;
6753                         t->render_modellight_diffuse[q] = 0;
6754                         t->render_modellight_specular[q] = 0;
6755                         t->render_lightmap_ambient[q] = 0;
6756                         t->render_lightmap_diffuse[q] = 0;
6757                         t->render_lightmap_specular[q] = 0;
6758                         t->render_rtlight_diffuse[q] = 0;
6759                         t->render_rtlight_specular[q] = 0;
6760                 }
6761         }
6762         else if (FAKELIGHT_ENABLED)
6763         {
6764                 // no modellight if using fakelight for the map
6765                 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
6766                 for (q = 0; q < 3; q++)
6767                 {
6768                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6769                         t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6770                         t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6771                         t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6772                         t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6773                         t->render_lightmap_ambient[q] = 0;
6774                         t->render_lightmap_diffuse[q] = 0;
6775                         t->render_lightmap_specular[q] = 0;
6776                         t->render_rtlight_diffuse[q] = 0;
6777                         t->render_rtlight_specular[q] = 0;
6778                 }
6779         }
6780         else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6781         {
6782                 // ambient + single direction light (modellight)
6783                 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6784                 for (q = 0; q < 3; q++)
6785                 {
6786                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6787                         t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6788                         t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6789                         t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6790                         t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6791                         t->render_lightmap_ambient[q] = 0;
6792                         t->render_lightmap_diffuse[q] = 0;
6793                         t->render_lightmap_specular[q] = 0;
6794                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6795                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6796                 }
6797         }
6798         else
6799         {
6800                 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6801                 for (q = 0; q < 3; q++)
6802                 {
6803                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6804                         t->render_modellight_lightdir[q] = q == 2;
6805                         t->render_modellight_ambient[q] = 0;
6806                         t->render_modellight_diffuse[q] = 0;
6807                         t->render_modellight_specular[q] = 0;
6808                         t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6809                         t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6810                         t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6811                         t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6812                         t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6813                 }
6814         }
6815
6816         if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6817         {
6818                 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6819                 // attribute, we punt it to the lightmap path and hope for the best,
6820                 // but lighting doesn't work.
6821                 //
6822                 // FIXME: this is fine for effects but CSQC polygons should be subject
6823                 // to lighting.
6824                 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6825                 for (q = 0; q < 3; q++)
6826                 {
6827                         t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6828                         t->render_modellight_lightdir[q] = q == 2;
6829                         t->render_modellight_ambient[q] = 0;
6830                         t->render_modellight_diffuse[q] = 0;
6831                         t->render_modellight_specular[q] = 0;
6832                         t->render_lightmap_ambient[q] = 0;
6833                         t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6834                         t->render_lightmap_specular[q] = 0;
6835                         t->render_rtlight_diffuse[q] = 0;
6836                         t->render_rtlight_specular[q] = 0;
6837                 }
6838         }
6839
6840         for (q = 0; q < 3; q++)
6841         {
6842                 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6843                 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6844         }
6845
6846         if (rsurface.ent_flags & RENDER_ADDITIVE)
6847                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6848         else if (t->currentalpha < 1)
6849                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6850         // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6851         if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6852                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6853         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6854                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6855         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6856                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6857         if (t->backgroundshaderpass)
6858                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6859         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6860         {
6861                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6862                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6863         }
6864         else
6865                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6866         if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6867         {
6868                 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6869                 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6870         }
6871         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6872                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6873
6874         // there is no tcmod
6875         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6876         {
6877                 t->currenttexmatrix = r_waterscrollmatrix;
6878                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6879         }
6880         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6881         {
6882                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6883                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6884         }
6885
6886         if (t->materialshaderpass)
6887                 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6888                         R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6889
6890         t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6891         if (t->currentskinframe->qpixels)
6892                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6893         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6894         if (!t->basetexture)
6895                 t->basetexture = r_texture_notexture;
6896         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6897         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6898         t->nmaptexture = t->currentskinframe->nmap;
6899         if (!t->nmaptexture)
6900                 t->nmaptexture = r_texture_blanknormalmap;
6901         t->glosstexture = r_texture_black;
6902         t->glowtexture = t->currentskinframe->glow;
6903         t->fogtexture = t->currentskinframe->fog;
6904         t->reflectmasktexture = t->currentskinframe->reflect;
6905         if (t->backgroundshaderpass)
6906         {
6907                 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6908                         R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6909                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6910                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6911                 t->backgroundglosstexture = r_texture_black;
6912                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6913                 if (!t->backgroundnmaptexture)
6914                         t->backgroundnmaptexture = r_texture_blanknormalmap;
6915                 // make sure that if glow is going to be used, both textures are not NULL
6916                 if (!t->backgroundglowtexture && t->glowtexture)
6917                         t->backgroundglowtexture = r_texture_black;
6918                 if (!t->glowtexture && t->backgroundglowtexture)
6919                         t->glowtexture = r_texture_black;
6920         }
6921         else
6922         {
6923                 t->backgroundbasetexture = r_texture_white;
6924                 t->backgroundnmaptexture = r_texture_blanknormalmap;
6925                 t->backgroundglosstexture = r_texture_black;
6926                 t->backgroundglowtexture = NULL;
6927         }
6928         t->specularpower = r_shadow_glossexponent.value;
6929         // TODO: store reference values for these in the texture?
6930         if (r_shadow_gloss.integer > 0)
6931         {
6932                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6933                 {
6934                         if (r_shadow_glossintensity.value > 0)
6935                         {
6936                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6937                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6938                                 specularscale = r_shadow_glossintensity.value;
6939                         }
6940                 }
6941                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6942                 {
6943                         t->glosstexture = r_texture_white;
6944                         t->backgroundglosstexture = r_texture_white;
6945                         specularscale = r_shadow_gloss2intensity.value;
6946                         t->specularpower = r_shadow_gloss2exponent.value;
6947                 }
6948         }
6949         specularscale *= t->specularscalemod;
6950         t->specularpower *= t->specularpowermod;
6951
6952         // lightmaps mode looks bad with dlights using actual texturing, so turn
6953         // off the colormap and glossmap, but leave the normalmap on as it still
6954         // accurately represents the shading involved
6955         if (gl_lightmaps.integer)
6956         {
6957                 t->basetexture = r_texture_grey128;
6958                 t->pantstexture = r_texture_black;
6959                 t->shirttexture = r_texture_black;
6960                 if (gl_lightmaps.integer < 2)
6961                         t->nmaptexture = r_texture_blanknormalmap;
6962                 t->glosstexture = r_texture_black;
6963                 t->glowtexture = NULL;
6964                 t->fogtexture = NULL;
6965                 t->reflectmasktexture = NULL;
6966                 t->backgroundbasetexture = NULL;
6967                 if (gl_lightmaps.integer < 2)
6968                         t->backgroundnmaptexture = r_texture_blanknormalmap;
6969                 t->backgroundglosstexture = r_texture_black;
6970                 t->backgroundglowtexture = NULL;
6971                 specularscale = 0;
6972                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6973         }
6974
6975         if (specularscale != 1.0f)
6976         {
6977                 for (q = 0; q < 3; q++)
6978                 {
6979                         t->render_modellight_specular[q] *= specularscale;
6980                         t->render_lightmap_specular[q] *= specularscale;
6981                         t->render_rtlight_specular[q] *= specularscale;
6982                 }
6983         }
6984
6985         t->currentnumlayers = 0;
6986         if (t->currentmaterialflags & MATERIALFLAG_WALL)
6987         {
6988                 int blendfunc1, blendfunc2;
6989                 qboolean depthmask;
6990                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6991                 {
6992                         blendfunc1 = GL_SRC_ALPHA;
6993                         blendfunc2 = GL_ONE;
6994                 }
6995                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6996                 {
6997                         blendfunc1 = GL_SRC_ALPHA;
6998                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
6999                 }
7000                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7001                 {
7002                         blendfunc1 = t->customblendfunc[0];
7003                         blendfunc2 = t->customblendfunc[1];
7004                 }
7005                 else
7006                 {
7007                         blendfunc1 = GL_ONE;
7008                         blendfunc2 = GL_ZERO;
7009                 }
7010                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7011                 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7012                 {
7013                         // basic lit geometry
7014                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
7015                         // add pants/shirt if needed
7016                         if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7017                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, 2 * t->render_colormap_pants[0], 2 * t->render_colormap_pants[1], 2 * t->render_colormap_pants[2], t->currentalpha);
7018                         if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7019                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, 2 * t->render_colormap_shirt[0], 2 * t->render_colormap_shirt[1], 2 * t->render_colormap_shirt[2], t->currentalpha);
7020                 }
7021                 else
7022                 {
7023                         // basic lit geometry
7024                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
7025                         // add pants/shirt if needed
7026                         if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7027                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2]  * t->render_lightmap_diffuse[2], t->currentalpha);
7028                         if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7029                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7030                         // now add ambient passes if needed
7031                         if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
7032                         {
7033                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
7034                                 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7035                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
7036                                 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7037                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
7038                         }
7039                 }
7040                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7041                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
7042                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7043                 {
7044                         // if this is opaque use alpha blend which will darken the earlier
7045                         // passes cheaply.
7046                         //
7047                         // if this is an alpha blended material, all the earlier passes
7048                         // were darkened by fog already, so we only need to add the fog
7049                         // color ontop through the fog mask texture
7050                         //
7051                         // if this is an additive blended material, all the earlier passes
7052                         // were darkened by fog already, and we should not add fog color
7053                         // (because the background was not darkened, there is no fog color
7054                         // that was lost behind it).
7055                         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->currentalpha);
7056                 }
7057         }
7058
7059         return t;
7060 }
7061
7062 rsurfacestate_t rsurface;
7063
7064 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7065 {
7066         dp_model_t *model = ent->model;
7067         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7068         //      return;
7069         rsurface.entity = (entity_render_t *)ent;
7070         rsurface.skeleton = ent->skeleton;
7071         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7072         rsurface.ent_skinnum = ent->skinnum;
7073         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;
7074         rsurface.ent_flags = ent->flags;
7075         if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7076                 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7077         rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7078         rsurface.matrix = ent->matrix;
7079         rsurface.inversematrix = ent->inversematrix;
7080         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7081         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7082         R_EntityMatrix(&rsurface.matrix);
7083         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7084         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7085         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7086         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7087         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7088         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7089         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7090         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7091         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7092         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7093         if (ent->model->brush.submodel && !prepass)
7094         {
7095                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7096                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7097         }
7098         // if the animcache code decided it should use the shader path, skip the deform step
7099         rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7100         rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7101         rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7102         rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7103         rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7104         if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7105         {
7106                 if (ent->animcache_vertex3f)
7107                 {
7108                         r_refdef.stats[r_stat_batch_entitycache_count]++;
7109                         r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7110                         r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7111                         r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7112                         rsurface.modelvertex3f = ent->animcache_vertex3f;
7113                         rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7114                         rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7115                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7116                         rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7117                         rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7118                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7119                         rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7120                         rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7121                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7122                         rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7123                         rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7124                 }
7125                 else if (wanttangents)
7126                 {
7127                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7128                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7129                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7130                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7131                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7132                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7133                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7134                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7135                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7136                         rsurface.modelvertex3f_vertexbuffer = NULL;
7137                         rsurface.modelvertex3f_bufferoffset = 0;
7138                         rsurface.modelvertex3f_vertexbuffer = 0;
7139                         rsurface.modelvertex3f_bufferoffset = 0;
7140                         rsurface.modelsvector3f_vertexbuffer = 0;
7141                         rsurface.modelsvector3f_bufferoffset = 0;
7142                         rsurface.modeltvector3f_vertexbuffer = 0;
7143                         rsurface.modeltvector3f_bufferoffset = 0;
7144                         rsurface.modelnormal3f_vertexbuffer = 0;
7145                         rsurface.modelnormal3f_bufferoffset = 0;
7146                 }
7147                 else if (wantnormals)
7148                 {
7149                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7150                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7151                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7152                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7153                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7154                         rsurface.modelsvector3f = NULL;
7155                         rsurface.modeltvector3f = NULL;
7156                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7157                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7158                         rsurface.modelvertex3f_vertexbuffer = NULL;
7159                         rsurface.modelvertex3f_bufferoffset = 0;
7160                         rsurface.modelvertex3f_vertexbuffer = 0;
7161                         rsurface.modelvertex3f_bufferoffset = 0;
7162                         rsurface.modelsvector3f_vertexbuffer = 0;
7163                         rsurface.modelsvector3f_bufferoffset = 0;
7164                         rsurface.modeltvector3f_vertexbuffer = 0;
7165                         rsurface.modeltvector3f_bufferoffset = 0;
7166                         rsurface.modelnormal3f_vertexbuffer = 0;
7167                         rsurface.modelnormal3f_bufferoffset = 0;
7168                 }
7169                 else
7170                 {
7171                         r_refdef.stats[r_stat_batch_entityanimate_count]++;
7172                         r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7173                         r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7174                         r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7175                         rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7176                         rsurface.modelsvector3f = NULL;
7177                         rsurface.modeltvector3f = NULL;
7178                         rsurface.modelnormal3f = NULL;
7179                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7180                         rsurface.modelvertex3f_vertexbuffer = NULL;
7181                         rsurface.modelvertex3f_bufferoffset = 0;
7182                         rsurface.modelvertex3f_vertexbuffer = 0;
7183                         rsurface.modelvertex3f_bufferoffset = 0;
7184                         rsurface.modelsvector3f_vertexbuffer = 0;
7185                         rsurface.modelsvector3f_bufferoffset = 0;
7186                         rsurface.modeltvector3f_vertexbuffer = 0;
7187                         rsurface.modeltvector3f_bufferoffset = 0;
7188                         rsurface.modelnormal3f_vertexbuffer = 0;
7189                         rsurface.modelnormal3f_bufferoffset = 0;
7190                 }
7191                 rsurface.modelgeneratedvertex = true;
7192         }
7193         else
7194         {
7195                 if (rsurface.entityskeletaltransform3x4)
7196                 {
7197                         r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7198                         r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7199                         r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7200                         r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7201                 }
7202                 else
7203                 {
7204                         r_refdef.stats[r_stat_batch_entitystatic_count]++;
7205                         r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7206                         r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7207                         r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7208                 }
7209                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
7210                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7211                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7212                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7213                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7214                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7215                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7216                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7217                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7218                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
7219                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7220                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7221                 rsurface.modelgeneratedvertex = false;
7222         }
7223         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
7224         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7225         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7226         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
7227         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7228         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7229         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
7230         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7231         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7232         rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7233         rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7234         rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
7235         rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7236         rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7237         rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
7238         rsurface.modelelement3i = model->surfmesh.data_element3i;
7239         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7240         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7241         rsurface.modelelement3s = model->surfmesh.data_element3s;
7242         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7243         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7244         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7245         rsurface.modelnumvertices = model->surfmesh.num_vertices;
7246         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7247         rsurface.modelsurfaces = model->data_surfaces;
7248         rsurface.batchgeneratedvertex = false;
7249         rsurface.batchfirstvertex = 0;
7250         rsurface.batchnumvertices = 0;
7251         rsurface.batchfirsttriangle = 0;
7252         rsurface.batchnumtriangles = 0;
7253         rsurface.batchvertex3f  = NULL;
7254         rsurface.batchvertex3f_vertexbuffer = NULL;
7255         rsurface.batchvertex3f_bufferoffset = 0;
7256         rsurface.batchsvector3f = NULL;
7257         rsurface.batchsvector3f_vertexbuffer = NULL;
7258         rsurface.batchsvector3f_bufferoffset = 0;
7259         rsurface.batchtvector3f = NULL;
7260         rsurface.batchtvector3f_vertexbuffer = NULL;
7261         rsurface.batchtvector3f_bufferoffset = 0;
7262         rsurface.batchnormal3f  = NULL;
7263         rsurface.batchnormal3f_vertexbuffer = NULL;
7264         rsurface.batchnormal3f_bufferoffset = 0;
7265         rsurface.batchlightmapcolor4f = NULL;
7266         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7267         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7268         rsurface.batchtexcoordtexture2f = NULL;
7269         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7270         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7271         rsurface.batchtexcoordlightmap2f = NULL;
7272         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7273         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7274         rsurface.batchskeletalindex4ub = NULL;
7275         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7276         rsurface.batchskeletalindex4ub_bufferoffset = 0;
7277         rsurface.batchskeletalweight4ub = NULL;
7278         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7279         rsurface.batchskeletalweight4ub_bufferoffset = 0;
7280         rsurface.batchelement3i = NULL;
7281         rsurface.batchelement3i_indexbuffer = NULL;
7282         rsurface.batchelement3i_bufferoffset = 0;
7283         rsurface.batchelement3s = NULL;
7284         rsurface.batchelement3s_indexbuffer = NULL;
7285         rsurface.batchelement3s_bufferoffset = 0;
7286         rsurface.forcecurrenttextureupdate = false;
7287 }
7288
7289 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)
7290 {
7291         rsurface.entity = r_refdef.scene.worldentity;
7292         rsurface.skeleton = NULL;
7293         rsurface.ent_skinnum = 0;
7294         rsurface.ent_qwskin = -1;
7295         rsurface.ent_flags = entflags;
7296         rsurface.shadertime = r_refdef.scene.time - shadertime;
7297         rsurface.modelnumvertices = numvertices;
7298         rsurface.modelnumtriangles = numtriangles;
7299         rsurface.matrix = *matrix;
7300         rsurface.inversematrix = *inversematrix;
7301         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7302         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7303         R_EntityMatrix(&rsurface.matrix);
7304         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7305         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7306         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7307         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7308         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7309         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7310         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7311         rsurface.frameblend[0].lerp = 1;
7312         rsurface.ent_alttextures = false;
7313         rsurface.basepolygonfactor = r_refdef.polygonfactor;
7314         rsurface.basepolygonoffset = r_refdef.polygonoffset;
7315         rsurface.entityskeletaltransform3x4 = NULL;
7316         rsurface.entityskeletaltransform3x4buffer = NULL;
7317         rsurface.entityskeletaltransform3x4offset = 0;
7318         rsurface.entityskeletaltransform3x4size = 0;
7319         rsurface.entityskeletalnumtransforms = 0;
7320         r_refdef.stats[r_stat_batch_entitycustom_count]++;
7321         r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7322         r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7323         r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7324         if (wanttangents)
7325         {
7326                 rsurface.modelvertex3f = (float *)vertex3f;
7327                 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7328                 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7329                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7330         }
7331         else if (wantnormals)
7332         {
7333                 rsurface.modelvertex3f = (float *)vertex3f;
7334                 rsurface.modelsvector3f = NULL;
7335                 rsurface.modeltvector3f = NULL;
7336                 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7337         }
7338         else
7339         {
7340                 rsurface.modelvertex3f = (float *)vertex3f;
7341                 rsurface.modelsvector3f = NULL;
7342                 rsurface.modeltvector3f = NULL;
7343                 rsurface.modelnormal3f = NULL;
7344         }
7345         rsurface.modelvertex3f_vertexbuffer = 0;
7346         rsurface.modelvertex3f_bufferoffset = 0;
7347         rsurface.modelsvector3f_vertexbuffer = 0;
7348         rsurface.modelsvector3f_bufferoffset = 0;
7349         rsurface.modeltvector3f_vertexbuffer = 0;
7350         rsurface.modeltvector3f_bufferoffset = 0;
7351         rsurface.modelnormal3f_vertexbuffer = 0;
7352         rsurface.modelnormal3f_bufferoffset = 0;
7353         rsurface.modelgeneratedvertex = true;
7354         rsurface.modellightmapcolor4f  = (float *)color4f;
7355         rsurface.modellightmapcolor4f_vertexbuffer = 0;
7356         rsurface.modellightmapcolor4f_bufferoffset = 0;
7357         rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
7358         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7359         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7360         rsurface.modeltexcoordlightmap2f  = NULL;
7361         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7362         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7363         rsurface.modelskeletalindex4ub = NULL;
7364         rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7365         rsurface.modelskeletalindex4ub_bufferoffset = 0;
7366         rsurface.modelskeletalweight4ub = NULL;
7367         rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7368         rsurface.modelskeletalweight4ub_bufferoffset = 0;
7369         rsurface.modelelement3i = (int *)element3i;
7370         rsurface.modelelement3i_indexbuffer = NULL;
7371         rsurface.modelelement3i_bufferoffset = 0;
7372         rsurface.modelelement3s = (unsigned short *)element3s;
7373         rsurface.modelelement3s_indexbuffer = NULL;
7374         rsurface.modelelement3s_bufferoffset = 0;
7375         rsurface.modellightmapoffsets = NULL;
7376         rsurface.modelsurfaces = NULL;
7377         rsurface.batchgeneratedvertex = false;
7378         rsurface.batchfirstvertex = 0;
7379         rsurface.batchnumvertices = 0;
7380         rsurface.batchfirsttriangle = 0;
7381         rsurface.batchnumtriangles = 0;
7382         rsurface.batchvertex3f  = NULL;
7383         rsurface.batchvertex3f_vertexbuffer = NULL;
7384         rsurface.batchvertex3f_bufferoffset = 0;
7385         rsurface.batchsvector3f = NULL;
7386         rsurface.batchsvector3f_vertexbuffer = NULL;
7387         rsurface.batchsvector3f_bufferoffset = 0;
7388         rsurface.batchtvector3f = NULL;
7389         rsurface.batchtvector3f_vertexbuffer = NULL;
7390         rsurface.batchtvector3f_bufferoffset = 0;
7391         rsurface.batchnormal3f  = NULL;
7392         rsurface.batchnormal3f_vertexbuffer = NULL;
7393         rsurface.batchnormal3f_bufferoffset = 0;
7394         rsurface.batchlightmapcolor4f = NULL;
7395         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7396         rsurface.batchlightmapcolor4f_bufferoffset = 0;
7397         rsurface.batchtexcoordtexture2f = NULL;
7398         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7399         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7400         rsurface.batchtexcoordlightmap2f = NULL;
7401         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7402         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7403         rsurface.batchskeletalindex4ub = NULL;
7404         rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7405         rsurface.batchskeletalindex4ub_bufferoffset = 0;
7406         rsurface.batchskeletalweight4ub = NULL;
7407         rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7408         rsurface.batchskeletalweight4ub_bufferoffset = 0;
7409         rsurface.batchelement3i = NULL;
7410         rsurface.batchelement3i_indexbuffer = NULL;
7411         rsurface.batchelement3i_bufferoffset = 0;
7412         rsurface.batchelement3s = NULL;
7413         rsurface.batchelement3s_indexbuffer = NULL;
7414         rsurface.batchelement3s_bufferoffset = 0;
7415         rsurface.forcecurrenttextureupdate = true;
7416
7417         if (rsurface.modelnumvertices && rsurface.modelelement3i)
7418         {
7419                 if ((wantnormals || wanttangents) && !normal3f)
7420                 {
7421                         rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7422                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7423                 }
7424                 if (wanttangents && !svector3f)
7425                 {
7426                         rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7427                         rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7428                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7429                 }
7430         }
7431 }
7432
7433 float RSurf_FogPoint(const float *v)
7434 {
7435         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7436         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7437         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7438         float FogHeightFade = r_refdef.fogheightfade;
7439         float fogfrac;
7440         unsigned int fogmasktableindex;
7441         if (r_refdef.fogplaneviewabove)
7442                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7443         else
7444                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7445         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7446         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7447 }
7448
7449 float RSurf_FogVertex(const float *v)
7450 {
7451         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7452         float FogPlaneViewDist = rsurface.fogplaneviewdist;
7453         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7454         float FogHeightFade = rsurface.fogheightfade;
7455         float fogfrac;
7456         unsigned int fogmasktableindex;
7457         if (r_refdef.fogplaneviewabove)
7458                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7459         else
7460                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7461         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7462         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7463 }
7464
7465 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7466 {
7467         int i;
7468         for (i = 0;i < numelements;i++)
7469                 outelement3i[i] = inelement3i[i] + adjust;
7470 }
7471
7472 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7473 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7474 {
7475         int deformindex;
7476         int firsttriangle;
7477         int numtriangles;
7478         int firstvertex;
7479         int endvertex;
7480         int numvertices;
7481         int surfacefirsttriangle;
7482         int surfacenumtriangles;
7483         int surfacefirstvertex;
7484         int surfaceendvertex;
7485         int surfacenumvertices;
7486         int batchnumsurfaces = texturenumsurfaces;
7487         int batchnumvertices;
7488         int batchnumtriangles;
7489         int i, j;
7490         qboolean gaps;
7491         qboolean dynamicvertex;
7492         float amplitude;
7493         float animpos;
7494         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7495         float waveparms[4];
7496         unsigned char *ub;
7497         q3shaderinfo_deform_t *deform;
7498         const msurface_t *surface, *firstsurface;
7499         if (!texturenumsurfaces)
7500                 return;
7501         // find vertex range of this surface batch
7502         gaps = false;
7503         firstsurface = texturesurfacelist[0];
7504         firsttriangle = firstsurface->num_firsttriangle;
7505         batchnumvertices = 0;
7506         batchnumtriangles = 0;
7507         firstvertex = endvertex = firstsurface->num_firstvertex;
7508         for (i = 0;i < texturenumsurfaces;i++)
7509         {
7510                 surface = texturesurfacelist[i];
7511                 if (surface != firstsurface + i)
7512                         gaps = true;
7513                 surfacefirstvertex = surface->num_firstvertex;
7514                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7515                 surfacenumvertices = surface->num_vertices;
7516                 surfacenumtriangles = surface->num_triangles;
7517                 if (firstvertex > surfacefirstvertex)
7518                         firstvertex = surfacefirstvertex;
7519                 if (endvertex < surfaceendvertex)
7520                         endvertex = surfaceendvertex;
7521                 batchnumvertices += surfacenumvertices;
7522                 batchnumtriangles += surfacenumtriangles;
7523         }
7524
7525         r_refdef.stats[r_stat_batch_batches]++;
7526         if (gaps)
7527                 r_refdef.stats[r_stat_batch_withgaps]++;
7528         r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7529         r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7530         r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7531
7532         // we now know the vertex range used, and if there are any gaps in it
7533         rsurface.batchfirstvertex = firstvertex;
7534         rsurface.batchnumvertices = endvertex - firstvertex;
7535         rsurface.batchfirsttriangle = firsttriangle;
7536         rsurface.batchnumtriangles = batchnumtriangles;
7537
7538         // check if any dynamic vertex processing must occur
7539         dynamicvertex = false;
7540
7541         // a cvar to force the dynamic vertex path to be taken, for debugging
7542         if (r_batch_debugdynamicvertexpath.integer)
7543         {
7544                 if (!dynamicvertex)
7545                 {
7546                         r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7547                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7548                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7549                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7550                 }
7551                 dynamicvertex = true;
7552         }
7553
7554         // if there is a chance of animated vertex colors, it's a dynamic batch
7555         if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7556         {
7557                 if (!dynamicvertex)
7558                 {
7559                         r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7560                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7561                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7562                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7563                 }
7564                 dynamicvertex = true;
7565         }
7566
7567         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7568         {
7569                 switch (deform->deform)
7570                 {
7571                 default:
7572                 case Q3DEFORM_PROJECTIONSHADOW:
7573                 case Q3DEFORM_TEXT0:
7574                 case Q3DEFORM_TEXT1:
7575                 case Q3DEFORM_TEXT2:
7576                 case Q3DEFORM_TEXT3:
7577                 case Q3DEFORM_TEXT4:
7578                 case Q3DEFORM_TEXT5:
7579                 case Q3DEFORM_TEXT6:
7580                 case Q3DEFORM_TEXT7:
7581                 case Q3DEFORM_NONE:
7582                         break;
7583                 case Q3DEFORM_AUTOSPRITE:
7584                         if (!dynamicvertex)
7585                         {
7586                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7587                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7588                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7589                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7590                         }
7591                         dynamicvertex = true;
7592                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7593                         break;
7594                 case Q3DEFORM_AUTOSPRITE2:
7595                         if (!dynamicvertex)
7596                         {
7597                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7598                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7599                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7600                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7601                         }
7602                         dynamicvertex = true;
7603                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7604                         break;
7605                 case Q3DEFORM_NORMAL:
7606                         if (!dynamicvertex)
7607                         {
7608                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7609                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7610                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7611                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7612                         }
7613                         dynamicvertex = true;
7614                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7615                         break;
7616                 case Q3DEFORM_WAVE:
7617                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7618                                 break; // if wavefunc is a nop, ignore this transform
7619                         if (!dynamicvertex)
7620                         {
7621                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7622                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7623                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7624                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7625                         }
7626                         dynamicvertex = true;
7627                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7628                         break;
7629                 case Q3DEFORM_BULGE:
7630                         if (!dynamicvertex)
7631                         {
7632                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7633                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7634                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7635                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7636                         }
7637                         dynamicvertex = true;
7638                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7639                         break;
7640                 case Q3DEFORM_MOVE:
7641                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7642                                 break; // if wavefunc is a nop, ignore this transform
7643                         if (!dynamicvertex)
7644                         {
7645                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7646                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7647                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7648                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7649                         }
7650                         dynamicvertex = true;
7651                         batchneed |= BATCHNEED_ARRAY_VERTEX;
7652                         break;
7653                 }
7654         }
7655         if (rsurface.texture->materialshaderpass)
7656         {
7657                 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7658                 {
7659                 default:
7660                 case Q3TCGEN_TEXTURE:
7661                         break;
7662                 case Q3TCGEN_LIGHTMAP:
7663                         if (!dynamicvertex)
7664                         {
7665                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7666                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7667                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7668                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7669                         }
7670                         dynamicvertex = true;
7671                         batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7672                         break;
7673                 case Q3TCGEN_VECTOR:
7674                         if (!dynamicvertex)
7675                         {
7676                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7677                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7678                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7679                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7680                         }
7681                         dynamicvertex = true;
7682                         batchneed |= BATCHNEED_ARRAY_VERTEX;
7683                         break;
7684                 case Q3TCGEN_ENVIRONMENT:
7685                         if (!dynamicvertex)
7686                         {
7687                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7688                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7689                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7690                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7691                         }
7692                         dynamicvertex = true;
7693                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7694                         break;
7695                 }
7696                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7697                 {
7698                         if (!dynamicvertex)
7699                         {
7700                                 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7701                                 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7702                                 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7703                                 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7704                         }
7705                         dynamicvertex = true;
7706                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7707                 }
7708         }
7709
7710         // the caller can specify BATCHNEED_NOGAPS to force a batch with
7711         // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7712         // we ensure this by treating the vertex batch as dynamic...
7713         if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7714         {
7715                 if (!dynamicvertex)
7716                 {
7717                         r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7718                         r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7719                         r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7720                         r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7721                 }
7722                 dynamicvertex = true;
7723         }
7724
7725         // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7726         if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7727                 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7728
7729         rsurface.batchvertex3f = rsurface.modelvertex3f;
7730         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7731         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7732         rsurface.batchsvector3f = rsurface.modelsvector3f;
7733         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7734         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7735         rsurface.batchtvector3f = rsurface.modeltvector3f;
7736         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7737         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7738         rsurface.batchnormal3f = rsurface.modelnormal3f;
7739         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7740         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7741         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7742         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
7743         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
7744         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7745         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
7746         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
7747         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7748         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7749         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7750         rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7751         rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7752         rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7753         rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7754         rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7755         rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7756         rsurface.batchelement3i = rsurface.modelelement3i;
7757         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7758         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7759         rsurface.batchelement3s = rsurface.modelelement3s;
7760         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7761         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7762         rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7763         rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7764         rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7765         rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7766         rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7767
7768         // if any dynamic vertex processing has to occur in software, we copy the
7769         // entire surface list together before processing to rebase the vertices
7770         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7771         //
7772         // if any gaps exist and we do not have a static vertex buffer, we have to
7773         // copy the surface list together to avoid wasting upload bandwidth on the
7774         // vertices in the gaps.
7775         //
7776         // if gaps exist and we have a static vertex buffer, we can choose whether
7777         // to combine the index buffer ranges into one dynamic index buffer or
7778         // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7779         //
7780         // in many cases the batch is reduced to one draw call.
7781
7782         rsurface.batchmultidraw = false;
7783         rsurface.batchmultidrawnumsurfaces = 0;
7784         rsurface.batchmultidrawsurfacelist = NULL;
7785
7786         if (!dynamicvertex)
7787         {
7788                 // static vertex data, just set pointers...
7789                 rsurface.batchgeneratedvertex = false;
7790                 // if there are gaps, we want to build a combined index buffer,
7791                 // otherwise use the original static buffer with an appropriate offset
7792                 if (gaps)
7793                 {
7794                         r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7795                         r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7796                         r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7797                         r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7798                         if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7799                         {
7800                                 rsurface.batchmultidraw = true;
7801                                 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7802                                 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7803                                 return;
7804                         }
7805                         // build a new triangle elements array for this batch
7806                         rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7807                         rsurface.batchfirsttriangle = 0;
7808                         numtriangles = 0;
7809                         for (i = 0;i < texturenumsurfaces;i++)
7810                         {
7811                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7812                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7813                                 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7814                                 numtriangles += surfacenumtriangles;
7815                         }
7816                         rsurface.batchelement3i_indexbuffer = NULL;
7817                         rsurface.batchelement3i_bufferoffset = 0;
7818                         rsurface.batchelement3s = NULL;
7819                         rsurface.batchelement3s_indexbuffer = NULL;
7820                         rsurface.batchelement3s_bufferoffset = 0;
7821                         if (endvertex <= 65536)
7822                         {
7823                                 // make a 16bit (unsigned short) index array if possible
7824                                 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7825                                 for (i = 0;i < numtriangles*3;i++)
7826                                         rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7827                         }
7828                         // upload buffer data for the copytriangles batch
7829                         if (rsurface.batchelement3s)
7830                                 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7831                         else if (rsurface.batchelement3i)
7832                                 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7833                 }
7834                 else
7835                 {
7836                         r_refdef.stats[r_stat_batch_fast_batches] += 1;
7837                         r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7838                         r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7839                         r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7840                 }
7841                 return;
7842         }
7843
7844         // something needs software processing, do it for real...
7845         // we only directly handle separate array data in this case and then
7846         // generate interleaved data if needed...
7847         rsurface.batchgeneratedvertex = true;
7848         r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7849         r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7850         r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7851         r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7852
7853         // now copy the vertex data into a combined array and make an index array
7854         // (this is what Quake3 does all the time)
7855         // we also apply any skeletal animation here that would have been done in
7856         // the vertex shader, because most of the dynamic vertex animation cases
7857         // need actual vertex positions and normals
7858         //if (dynamicvertex)
7859         {
7860                 rsurface.batchvertex3f = NULL;
7861                 rsurface.batchvertex3f_vertexbuffer = NULL;
7862                 rsurface.batchvertex3f_bufferoffset = 0;
7863                 rsurface.batchsvector3f = NULL;
7864                 rsurface.batchsvector3f_vertexbuffer = NULL;
7865                 rsurface.batchsvector3f_bufferoffset = 0;
7866                 rsurface.batchtvector3f = NULL;
7867                 rsurface.batchtvector3f_vertexbuffer = NULL;
7868                 rsurface.batchtvector3f_bufferoffset = 0;
7869                 rsurface.batchnormal3f = NULL;
7870                 rsurface.batchnormal3f_vertexbuffer = NULL;
7871                 rsurface.batchnormal3f_bufferoffset = 0;
7872                 rsurface.batchlightmapcolor4f = NULL;
7873                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7874                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7875                 rsurface.batchtexcoordtexture2f = NULL;
7876                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7877                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7878                 rsurface.batchtexcoordlightmap2f = NULL;
7879                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7880                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7881                 rsurface.batchskeletalindex4ub = NULL;
7882                 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7883                 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7884                 rsurface.batchskeletalweight4ub = NULL;
7885                 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7886                 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7887                 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7888                 rsurface.batchelement3i_indexbuffer = NULL;
7889                 rsurface.batchelement3i_bufferoffset = 0;
7890                 rsurface.batchelement3s = NULL;
7891                 rsurface.batchelement3s_indexbuffer = NULL;
7892                 rsurface.batchelement3s_bufferoffset = 0;
7893                 rsurface.batchskeletaltransform3x4buffer = NULL;
7894                 rsurface.batchskeletaltransform3x4offset = 0;
7895                 rsurface.batchskeletaltransform3x4size = 0;
7896                 // we'll only be setting up certain arrays as needed
7897                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7898                         rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7899                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7900                         rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7901                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7902                 {
7903                         rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7904                         rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7905                 }
7906                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7907                         rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7908                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7909                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7910                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7911                         rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7912                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7913                 {
7914                         rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7915                         rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7916                 }
7917                 numvertices = 0;
7918                 numtriangles = 0;
7919                 for (i = 0;i < texturenumsurfaces;i++)
7920                 {
7921                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7922                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
7923                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7924                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7925                         // copy only the data requested
7926                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7927                         {
7928                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7929                                 {
7930                                         if (rsurface.batchvertex3f)
7931                                                 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7932                                         else
7933                                                 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7934                                 }
7935                                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7936                                 {
7937                                         if (rsurface.modelnormal3f)
7938                                                 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7939                                         else
7940                                                 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7941                                 }
7942                                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7943                                 {
7944                                         if (rsurface.modelsvector3f)
7945                                         {
7946                                                 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7947                                                 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7948                                         }
7949                                         else
7950                                         {
7951                                                 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7952                                                 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7953                                         }
7954                                 }
7955                                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7956                                 {
7957                                         if (rsurface.modellightmapcolor4f)
7958                                                 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7959                                         else
7960                                                 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7961                                 }
7962                                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7963                                 {
7964                                         if (rsurface.modeltexcoordtexture2f)
7965                                                 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7966                                         else
7967                                                 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7968                                 }
7969                                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7970                                 {
7971                                         if (rsurface.modeltexcoordlightmap2f)
7972                                                 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7973                                         else
7974                                                 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7975                                 }
7976                                 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7977                                 {
7978                                         if (rsurface.modelskeletalindex4ub)
7979                                         {
7980                                                 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7981                                                 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7982                                         }
7983                                         else
7984                                         {
7985                                                 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7986                                                 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7987                                                 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7988                                                 for (j = 0;j < surfacenumvertices;j++)
7989                                                         ub[j*4] = 255;
7990                                         }
7991                                 }
7992                         }
7993                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7994                         numvertices += surfacenumvertices;
7995                         numtriangles += surfacenumtriangles;
7996                 }
7997
7998                 // generate a 16bit index array as well if possible
7999                 // (in general, dynamic batches fit)
8000                 if (numvertices <= 65536)
8001                 {
8002                         rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8003                         for (i = 0;i < numtriangles*3;i++)
8004                                 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8005                 }
8006
8007                 // since we've copied everything, the batch now starts at 0
8008                 rsurface.batchfirstvertex = 0;
8009                 rsurface.batchnumvertices = batchnumvertices;
8010                 rsurface.batchfirsttriangle = 0;
8011                 rsurface.batchnumtriangles = batchnumtriangles;
8012         }
8013
8014         // apply skeletal animation that would have been done in the vertex shader
8015         if (rsurface.batchskeletaltransform3x4)
8016         {
8017                 const unsigned char *si;
8018                 const unsigned char *sw;
8019                 const float *t[4];
8020                 const float *b = rsurface.batchskeletaltransform3x4;
8021                 float *vp, *vs, *vt, *vn;
8022                 float w[4];
8023                 float m[3][4], n[3][4];
8024                 float tp[3], ts[3], tt[3], tn[3];
8025                 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8026                 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8027                 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8028                 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8029                 si = rsurface.batchskeletalindex4ub;
8030                 sw = rsurface.batchskeletalweight4ub;
8031                 vp = rsurface.batchvertex3f;
8032                 vs = rsurface.batchsvector3f;
8033                 vt = rsurface.batchtvector3f;
8034                 vn = rsurface.batchnormal3f;
8035                 memset(m[0], 0, sizeof(m));
8036                 memset(n[0], 0, sizeof(n));
8037                 for (i = 0;i < batchnumvertices;i++)
8038                 {
8039                         t[0] = b + si[0]*12;
8040                         if (sw[0] == 255)
8041                         {
8042                                 // common case - only one matrix
8043                                 m[0][0] = t[0][ 0];
8044                                 m[0][1] = t[0][ 1];
8045                                 m[0][2] = t[0][ 2];
8046                                 m[0][3] = t[0][ 3];
8047                                 m[1][0] = t[0][ 4];
8048                                 m[1][1] = t[0][ 5];
8049                                 m[1][2] = t[0][ 6];
8050                                 m[1][3] = t[0][ 7];
8051                                 m[2][0] = t[0][ 8];
8052                                 m[2][1] = t[0][ 9];
8053                                 m[2][2] = t[0][10];
8054                                 m[2][3] = t[0][11];
8055                         }
8056                         else if (sw[2] + sw[3])
8057                         {
8058                                 // blend 4 matrices
8059                                 t[1] = b + si[1]*12;
8060                                 t[2] = b + si[2]*12;
8061                                 t[3] = b + si[3]*12;
8062                                 w[0] = sw[0] * (1.0f / 255.0f);
8063                                 w[1] = sw[1] * (1.0f / 255.0f);
8064                                 w[2] = sw[2] * (1.0f / 255.0f);
8065                                 w[3] = sw[3] * (1.0f / 255.0f);
8066                                 // blend the matrices
8067                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8068                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8069                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8070                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8071                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8072                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8073                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8074                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8075                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8076                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8077                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8078                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8079                         }
8080                         else
8081                         {
8082                                 // blend 2 matrices
8083                                 t[1] = b + si[1]*12;
8084                                 w[0] = sw[0] * (1.0f / 255.0f);
8085                                 w[1] = sw[1] * (1.0f / 255.0f);
8086                                 // blend the matrices
8087                                 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8088                                 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8089                                 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8090                                 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8091                                 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8092                                 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8093                                 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8094                                 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8095                                 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8096                                 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8097                                 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8098                                 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8099                         }
8100                         si += 4;
8101                         sw += 4;
8102                         // modify the vertex
8103                         VectorCopy(vp, tp);
8104                         vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8105                         vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8106                         vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8107                         vp += 3;
8108                         if (vn)
8109                         {
8110                                 // the normal transformation matrix is a set of cross products...
8111                                 CrossProduct(m[1], m[2], n[0]);
8112                                 CrossProduct(m[2], m[0], n[1]);
8113                                 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8114                                 VectorCopy(vn, tn);
8115                                 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8116                                 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8117                                 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8118                                 VectorNormalize(vn);
8119                                 vn += 3;
8120                                 if (vs)
8121                                 {
8122                                         VectorCopy(vs, ts);
8123                                         vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8124                                         vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8125                                         vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8126                                         VectorNormalize(vs);
8127                                         vs += 3;
8128                                         VectorCopy(vt, tt);
8129                                         vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8130                                         vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8131                                         vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8132                                         VectorNormalize(vt);
8133                                         vt += 3;
8134                                 }
8135                         }
8136                 }
8137                 rsurface.batchskeletaltransform3x4 = NULL;
8138                 rsurface.batchskeletalnumtransforms = 0;
8139         }
8140
8141         // q1bsp surfaces rendered in vertex color mode have to have colors
8142         // calculated based on lightstyles
8143         if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8144         {
8145                 // generate color arrays for the surfaces in this list
8146                 int c[4];
8147                 int scale;
8148                 int size3;
8149                 const int *offsets;
8150                 const unsigned char *lm;
8151                 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8152                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8153                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8154                 numvertices = 0;
8155                 for (i = 0;i < texturenumsurfaces;i++)
8156                 {
8157                         surface = texturesurfacelist[i];
8158                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8159                         surfacenumvertices = surface->num_vertices;
8160                         if (surface->lightmapinfo->samples)
8161                         {
8162                                 for (j = 0;j < surfacenumvertices;j++)
8163                                 {
8164                                         lm = surface->lightmapinfo->samples + offsets[j];
8165                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8166                                         VectorScale(lm, scale, c);
8167                                         if (surface->lightmapinfo->styles[1] != 255)
8168                                         {
8169                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8170                                                 lm += size3;
8171                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8172                                                 VectorMA(c, scale, lm, c);
8173                                                 if (surface->lightmapinfo->styles[2] != 255)
8174                                                 {
8175                                                         lm += size3;
8176                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8177                                                         VectorMA(c, scale, lm, c);
8178                                                         if (surface->lightmapinfo->styles[3] != 255)
8179                                                         {
8180                                                                 lm += size3;
8181                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8182                                                                 VectorMA(c, scale, lm, c);
8183                                                         }
8184                                                 }
8185                                         }
8186                                         c[0] >>= 7;
8187                                         c[1] >>= 7;
8188                                         c[2] >>= 7;
8189                                         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);
8190                                         numvertices++;
8191                                 }
8192                         }
8193                         else
8194                         {
8195                                 for (j = 0;j < surfacenumvertices;j++)
8196                                 {
8197                                         Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8198                                         numvertices++;
8199                                 }
8200                         }
8201                 }
8202         }
8203
8204         // if vertices are deformed (sprite flares and things in maps, possibly
8205         // water waves, bulges and other deformations), modify the copied vertices
8206         // in place
8207         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8208         {
8209                 float scale;
8210                 switch (deform->deform)
8211                 {
8212                 default:
8213                 case Q3DEFORM_PROJECTIONSHADOW:
8214                 case Q3DEFORM_TEXT0:
8215                 case Q3DEFORM_TEXT1:
8216                 case Q3DEFORM_TEXT2:
8217                 case Q3DEFORM_TEXT3:
8218                 case Q3DEFORM_TEXT4:
8219                 case Q3DEFORM_TEXT5:
8220                 case Q3DEFORM_TEXT6:
8221                 case Q3DEFORM_TEXT7:
8222                 case Q3DEFORM_NONE:
8223                         break;
8224                 case Q3DEFORM_AUTOSPRITE:
8225                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8226                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8227                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8228                         VectorNormalize(newforward);
8229                         VectorNormalize(newright);
8230                         VectorNormalize(newup);
8231 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8232 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8233 //                      rsurface.batchvertex3f_bufferoffset = 0;
8234 //                      rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8235 //                      rsurface.batchsvector3f_vertexbuffer = NULL;
8236 //                      rsurface.batchsvector3f_bufferoffset = 0;
8237 //                      rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8238 //                      rsurface.batchtvector3f_vertexbuffer = NULL;
8239 //                      rsurface.batchtvector3f_bufferoffset = 0;
8240 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8241 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8242 //                      rsurface.batchnormal3f_bufferoffset = 0;
8243                         // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8244                         if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8245                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8246                         if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8247                                 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);
8248                         // a single autosprite surface can contain multiple sprites...
8249                         for (j = 0;j < batchnumvertices - 3;j += 4)
8250                         {
8251                                 VectorClear(center);
8252                                 for (i = 0;i < 4;i++)
8253                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8254                                 VectorScale(center, 0.25f, center);
8255                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8256                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8257                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8258                                 for (i = 0;i < 4;i++)
8259                                 {
8260                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8261                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8262                                 }
8263                         }
8264                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8265                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8266                         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);
8267                         break;
8268                 case Q3DEFORM_AUTOSPRITE2:
8269                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8270                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8271                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8272                         VectorNormalize(newforward);
8273                         VectorNormalize(newright);
8274                         VectorNormalize(newup);
8275 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8276 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8277 //                      rsurface.batchvertex3f_bufferoffset = 0;
8278                         {
8279                                 const float *v1, *v2;
8280                                 vec3_t start, end;
8281                                 float f, l;
8282                                 struct
8283                                 {
8284                                         float length2;
8285                                         const float *v1;
8286                                         const float *v2;
8287                                 }
8288                                 shortest[2];
8289                                 memset(shortest, 0, sizeof(shortest));
8290                                 // a single autosprite surface can contain multiple sprites...
8291                                 for (j = 0;j < batchnumvertices - 3;j += 4)
8292                                 {
8293                                         VectorClear(center);
8294                                         for (i = 0;i < 4;i++)
8295                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8296                                         VectorScale(center, 0.25f, center);
8297                                         // find the two shortest edges, then use them to define the
8298                                         // axis vectors for rotating around the central axis
8299                                         for (i = 0;i < 6;i++)
8300                                         {
8301                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8302                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8303                                                 l = VectorDistance2(v1, v2);
8304                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8305                                                 if (v1[2] != v2[2])
8306                                                         l += (1.0f / 1024.0f);
8307                                                 if (shortest[0].length2 > l || i == 0)
8308                                                 {
8309                                                         shortest[1] = shortest[0];
8310                                                         shortest[0].length2 = l;
8311                                                         shortest[0].v1 = v1;
8312                                                         shortest[0].v2 = v2;
8313                                                 }
8314                                                 else if (shortest[1].length2 > l || i == 1)
8315                                                 {
8316                                                         shortest[1].length2 = l;
8317                                                         shortest[1].v1 = v1;
8318                                                         shortest[1].v2 = v2;
8319                                                 }
8320                                         }
8321                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8322                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8323                                         // this calculates the right vector from the shortest edge
8324                                         // and the up vector from the edge midpoints
8325                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8326                                         VectorNormalize(right);
8327                                         VectorSubtract(end, start, up);
8328                                         VectorNormalize(up);
8329                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8330                                         VectorSubtract(rsurface.localvieworigin, center, forward);
8331                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8332                                         VectorNegate(forward, forward);
8333                                         VectorReflect(forward, 0, up, forward);
8334                                         VectorNormalize(forward);
8335                                         CrossProduct(up, forward, newright);
8336                                         VectorNormalize(newright);
8337                                         // rotate the quad around the up axis vector, this is made
8338                                         // especially easy by the fact we know the quad is flat,
8339                                         // so we only have to subtract the center position and
8340                                         // measure distance along the right vector, and then
8341                                         // multiply that by the newright vector and add back the
8342                                         // center position
8343                                         // we also need to subtract the old position to undo the
8344                                         // displacement from the center, which we do with a
8345                                         // DotProduct, the subtraction/addition of center is also
8346                                         // optimized into DotProducts here
8347                                         l = DotProduct(right, center);
8348                                         for (i = 0;i < 4;i++)
8349                                         {
8350                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
8351                                                 f = DotProduct(right, v1) - l;
8352                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8353                                         }
8354                                 }
8355                         }
8356                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8357                         {
8358 //                              rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8359 //                              rsurface.batchnormal3f_vertexbuffer = NULL;
8360 //                              rsurface.batchnormal3f_bufferoffset = 0;
8361                                 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8362                         }
8363                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8364                         {
8365 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8366 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8367 //                              rsurface.batchsvector3f_bufferoffset = 0;
8368 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8369 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8370 //                              rsurface.batchtvector3f_bufferoffset = 0;
8371                                 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);
8372                         }
8373                         break;
8374                 case Q3DEFORM_NORMAL:
8375                         // deform the normals to make reflections wavey
8376                         rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8377                         rsurface.batchnormal3f_vertexbuffer = NULL;
8378                         rsurface.batchnormal3f_bufferoffset = 0;
8379                         for (j = 0;j < batchnumvertices;j++)
8380                         {
8381                                 float vertex[3];
8382                                 float *normal = rsurface.batchnormal3f + 3*j;
8383                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8384                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8385                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8386                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8387                                 VectorNormalize(normal);
8388                         }
8389                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8390                         {
8391 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8392 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8393 //                              rsurface.batchsvector3f_bufferoffset = 0;
8394 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8395 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8396 //                              rsurface.batchtvector3f_bufferoffset = 0;
8397                                 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);
8398                         }
8399                         break;
8400                 case Q3DEFORM_WAVE:
8401                         // deform vertex array to make wavey water and flags and such
8402                         waveparms[0] = deform->waveparms[0];
8403                         waveparms[1] = deform->waveparms[1];
8404                         waveparms[2] = deform->waveparms[2];
8405                         waveparms[3] = deform->waveparms[3];
8406                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8407                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8408                         // this is how a divisor of vertex influence on deformation
8409                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8410                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8411 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8412 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8413 //                      rsurface.batchvertex3f_bufferoffset = 0;
8414 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8415 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8416 //                      rsurface.batchnormal3f_bufferoffset = 0;
8417                         for (j = 0;j < batchnumvertices;j++)
8418                         {
8419                                 // if the wavefunc depends on time, evaluate it per-vertex
8420                                 if (waveparms[3])
8421                                 {
8422                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8423                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8424                                 }
8425                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8426                         }
8427                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8428                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8429                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8430                         {
8431 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8432 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8433 //                              rsurface.batchsvector3f_bufferoffset = 0;
8434 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8435 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8436 //                              rsurface.batchtvector3f_bufferoffset = 0;
8437                                 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);
8438                         }
8439                         break;
8440                 case Q3DEFORM_BULGE:
8441                         // deform vertex array to make the surface have moving bulges
8442 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8443 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8444 //                      rsurface.batchvertex3f_bufferoffset = 0;
8445 //                      rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8446 //                      rsurface.batchnormal3f_vertexbuffer = NULL;
8447 //                      rsurface.batchnormal3f_bufferoffset = 0;
8448                         for (j = 0;j < batchnumvertices;j++)
8449                         {
8450                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8451                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8452                         }
8453                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8454                         Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8455                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8456                         {
8457 //                              rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8458 //                              rsurface.batchsvector3f_vertexbuffer = NULL;
8459 //                              rsurface.batchsvector3f_bufferoffset = 0;
8460 //                              rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8461 //                              rsurface.batchtvector3f_vertexbuffer = NULL;
8462 //                              rsurface.batchtvector3f_bufferoffset = 0;
8463                                 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);
8464                         }
8465                         break;
8466                 case Q3DEFORM_MOVE:
8467                         // deform vertex array
8468                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8469                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
8470                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8471                         VectorScale(deform->parms, scale, waveparms);
8472 //                      rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8473 //                      rsurface.batchvertex3f_vertexbuffer = NULL;
8474 //                      rsurface.batchvertex3f_bufferoffset = 0;
8475                         for (j = 0;j < batchnumvertices;j++)
8476                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8477                         break;
8478                 }
8479         }
8480
8481         if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8482         {
8483         // generate texcoords based on the chosen texcoord source
8484                 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8485                 {
8486                 default:
8487                 case Q3TCGEN_TEXTURE:
8488                         break;
8489                 case Q3TCGEN_LIGHTMAP:
8490         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8491         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8492         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8493                         if (rsurface.batchtexcoordlightmap2f)
8494                                 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8495                         break;
8496                 case Q3TCGEN_VECTOR:
8497         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8498         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8499         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8500                         for (j = 0;j < batchnumvertices;j++)
8501                         {
8502                                 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8503                                 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8504                         }
8505                         break;
8506                 case Q3TCGEN_ENVIRONMENT:
8507                         // make environment reflections using a spheremap
8508                         rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8509                         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8510                         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8511                         for (j = 0;j < batchnumvertices;j++)
8512                         {
8513                                 // identical to Q3A's method, but executed in worldspace so
8514                                 // carried models can be shiny too
8515
8516                                 float viewer[3], d, reflected[3], worldreflected[3];
8517
8518                                 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8519                                 // VectorNormalize(viewer);
8520
8521                                 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8522
8523                                 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8524                                 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8525                                 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8526                                 // note: this is proportinal to viewer, so we can normalize later
8527
8528                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8529                                 VectorNormalize(worldreflected);
8530
8531                                 // note: this sphere map only uses world x and z!
8532                                 // so positive and negative y will LOOK THE SAME.
8533                                 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8534                                 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8535                         }
8536                         break;
8537                 }
8538                 // the only tcmod that needs software vertex processing is turbulent, so
8539                 // check for it here and apply the changes if needed
8540                 // and we only support that as the first one
8541                 // (handling a mixture of turbulent and other tcmods would be problematic
8542                 //  without punting it entirely to a software path)
8543                 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8544                 {
8545                         amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8546                         animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8547         //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8548         //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8549         //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8550                         for (j = 0;j < batchnumvertices;j++)
8551                         {
8552                                 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);
8553                                 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8554                         }
8555                 }
8556         }
8557
8558         // upload buffer data for the dynamic batch
8559         if (rsurface.batchvertex3f)
8560                 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
8561         if (rsurface.batchsvector3f)
8562                 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
8563         if (rsurface.batchtvector3f)
8564                 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
8565         if (rsurface.batchnormal3f)
8566                 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
8567         if (rsurface.batchlightmapcolor4f)
8568                 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
8569         if (rsurface.batchtexcoordtexture2f)
8570                 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
8571         if (rsurface.batchtexcoordlightmap2f)
8572                 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
8573         if (rsurface.batchskeletalindex4ub)
8574                 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
8575         if (rsurface.batchskeletalweight4ub)
8576                 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
8577         if (rsurface.batchelement3s)
8578                 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
8579         else if (rsurface.batchelement3i)
8580                 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
8581 }
8582
8583 void RSurf_DrawBatch(void)
8584 {
8585         // sometimes a zero triangle surface (usually a degenerate patch) makes it
8586         // through the pipeline, killing it earlier in the pipeline would have
8587         // per-surface overhead rather than per-batch overhead, so it's best to
8588         // reject it here, before it hits glDraw.
8589         if (rsurface.batchnumtriangles == 0)
8590                 return;
8591 #if 0
8592         // batch debugging code
8593         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8594         {
8595                 int i;
8596                 int j;
8597                 int c;
8598                 const int *e;
8599                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8600                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8601                 {
8602                         c = e[i];
8603                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8604                         {
8605                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8606                                 {
8607                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8608                                                 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);
8609                                         break;
8610                                 }
8611                         }
8612                 }
8613         }
8614 #endif
8615         if (rsurface.batchmultidraw)
8616         {
8617                 // issue multiple draws rather than copying index data
8618                 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8619                 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8620                 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8621                 for (i = 0;i < numsurfaces;)
8622                 {
8623                         // combine consecutive surfaces as one draw
8624                         for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8625                                 if (surfacelist[j] != surfacelist[k] + 1)
8626                                         break;
8627                         firstvertex = surfacelist[i]->num_firstvertex;
8628                         endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8629                         firsttriangle = surfacelist[i]->num_firsttriangle;
8630                         endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8631                         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);
8632                         i = j;
8633                 }
8634         }
8635         else
8636         {
8637                 // there is only one consecutive run of index data (may have been combined)
8638                 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);
8639         }
8640 }
8641
8642 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8643 {
8644         // pick the closest matching water plane
8645         int planeindex, vertexindex, bestplaneindex = -1;
8646         float d, bestd;
8647         vec3_t vert;
8648         const float *v;
8649         r_waterstate_waterplane_t *p;
8650         qboolean prepared = false;
8651         bestd = 0;
8652         for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8653         {
8654                 if(p->camera_entity != rsurface.texture->camera_entity)
8655                         continue;
8656                 d = 0;
8657                 if(!prepared)
8658                 {
8659                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8660                         prepared = true;
8661                         if(rsurface.batchnumvertices == 0)
8662                                 break;
8663                 }
8664                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8665                 {
8666                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
8667                         d += fabs(PlaneDiff(vert, &p->plane));
8668                 }
8669                 if (bestd > d || bestplaneindex < 0)
8670                 {
8671                         bestd = d;
8672                         bestplaneindex = planeindex;
8673                 }
8674         }
8675         return bestplaneindex;
8676         // NOTE: this MAY return a totally unrelated water plane; we can ignore
8677         // this situation though, as it might be better to render single larger
8678         // batches with useless stuff (backface culled for example) than to
8679         // render multiple smaller batches
8680 }
8681
8682 void RSurf_SetupDepthAndCulling(void)
8683 {
8684         // submodels are biased to avoid z-fighting with world surfaces that they
8685         // may be exactly overlapping (avoids z-fighting artifacts on certain
8686         // doors and things in Quake maps)
8687         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8688         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8689         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8690         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8691 }
8692
8693 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8694 {
8695         int i, j;
8696         // transparent sky would be ridiculous
8697         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8698                 return;
8699         R_SetupShader_Generic_NoTexture(false, false);
8700         skyrenderlater = true;
8701         RSurf_SetupDepthAndCulling();
8702         GL_DepthMask(true);
8703
8704         // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8705         if (r_sky_scissor.integer)
8706         {
8707                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8708                 for (i = 0; i < texturenumsurfaces; i++)
8709                 {
8710                         const msurface_t *surf = texturesurfacelist[i];
8711                         const float *v;
8712                         float p[3];
8713                         float mins[3], maxs[3];
8714                         int scissor[4];
8715                         for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8716                         {
8717                                 Matrix4x4_Transform(&rsurface.matrix, v, p);
8718                                 if (j > 0)
8719                                 {
8720                                         if (mins[0] > p[0]) mins[0] = p[0];
8721                                         if (mins[1] > p[1]) mins[1] = p[1];
8722                                         if (mins[2] > p[2]) mins[2] = p[2];
8723                                         if (maxs[0] < p[0]) maxs[0] = p[0];
8724                                         if (maxs[1] < p[1]) maxs[1] = p[1];
8725                                         if (maxs[2] < p[2]) maxs[2] = p[2];
8726                                 }
8727                                 else
8728                                 {
8729                                         VectorCopy(p, mins);
8730                                         VectorCopy(p, maxs);
8731                                 }
8732                         }
8733                         if (!R_ScissorForBBox(mins, maxs, scissor))
8734                         {
8735                                 if (skyscissor[2])
8736                                 {
8737                                         if (skyscissor[0] > scissor[0])
8738                                         {
8739                                                 skyscissor[2] += skyscissor[0] - scissor[0];
8740                                                 skyscissor[0] = scissor[0];
8741                                         }
8742                                         if (skyscissor[1] > scissor[1])
8743                                         {
8744                                                 skyscissor[3] += skyscissor[1] - scissor[1];
8745                                                 skyscissor[1] = scissor[1];
8746                                         }
8747                                         if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8748                                                 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8749                                         if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8750                                                 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8751                                 }
8752                                 else
8753                                         Vector4Copy(scissor, skyscissor);
8754                         }
8755                 }
8756         }
8757
8758         // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8759         // skymasking on them, and Quake3 never did sky masking (unlike
8760         // software Quake and software Quake2), so disable the sky masking
8761         // in Quake3 maps as it causes problems with q3map2 sky tricks,
8762         // and skymasking also looks very bad when noclipping outside the
8763         // level, so don't use it then either.
8764         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8765         {
8766                 R_Mesh_ResetTextureState();
8767                 if (skyrendermasked)
8768                 {
8769                         R_SetupShader_DepthOrShadow(false, false, false);
8770                         // depth-only (masking)
8771                         GL_ColorMask(0, 0, 0, 0);
8772                         // just to make sure that braindead drivers don't draw
8773                         // anything despite that colormask...
8774                         GL_BlendFunc(GL_ZERO, GL_ONE);
8775                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8776                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8777                 }
8778                 else
8779                 {
8780                         R_SetupShader_Generic_NoTexture(false, false);
8781                         // fog sky
8782                         GL_BlendFunc(GL_ONE, GL_ZERO);
8783                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8784                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8785                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8786                 }
8787                 RSurf_DrawBatch();
8788                 if (skyrendermasked)
8789                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8790         }
8791         R_Mesh_ResetTextureState();
8792         GL_Color(1, 1, 1, 1);
8793 }
8794
8795 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8796 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8797 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8798 {
8799         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8800                 return;
8801         if (prepass)
8802         {
8803                 // render screenspace normalmap to texture
8804                 GL_DepthMask(true);
8805                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8806                 RSurf_DrawBatch();
8807                 return;
8808         }
8809
8810         // bind lightmap texture
8811
8812         // water/refraction/reflection/camera surfaces have to be handled specially
8813         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8814         {
8815                 int start, end, startplaneindex;
8816                 for (start = 0;start < texturenumsurfaces;start = end)
8817                 {
8818                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8819                         if(startplaneindex < 0)
8820                         {
8821                                 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8822                                 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8823                                 end = start + 1;
8824                                 continue;
8825                         }
8826                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8827                                 ;
8828                         // now that we have a batch using the same planeindex, render it
8829                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8830                         {
8831                                 // render water or distortion background
8832                                 GL_DepthMask(true);
8833                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8834                                 RSurf_DrawBatch();
8835                                 // blend surface on top
8836                                 GL_DepthMask(false);
8837                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8838                                 RSurf_DrawBatch();
8839                         }
8840                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8841                         {
8842                                 // render surface with reflection texture as input
8843                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8844                                 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8845                                 RSurf_DrawBatch();
8846                         }
8847                 }
8848                 return;
8849         }
8850
8851         // render surface batch normally
8852         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8853         R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
8854         RSurf_DrawBatch();
8855 }
8856
8857 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8858 {
8859         int vi;
8860         int j;
8861         int texturesurfaceindex;
8862         int k;
8863         const msurface_t *surface;
8864         float surfacecolor4f[4];
8865
8866 //      R_Mesh_ResetTextureState();
8867         R_SetupShader_Generic_NoTexture(false, false);
8868
8869         GL_BlendFunc(GL_ONE, GL_ZERO);
8870         GL_DepthMask(writedepth);
8871
8872         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8873         vi = 0;
8874         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8875         {
8876                 surface = texturesurfacelist[texturesurfaceindex];
8877                 k = (int)(((size_t)surface) / sizeof(msurface_t));
8878                 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8879                 for (j = 0;j < surface->num_vertices;j++)
8880                 {
8881                         Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8882                         vi++;
8883                 }
8884         }
8885         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8886         RSurf_DrawBatch();
8887 }
8888
8889 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8890 {
8891         CHECKGLERROR
8892         RSurf_SetupDepthAndCulling();
8893         if (r_showsurfaces.integer && r_refdef.view.showdebug)
8894         {
8895                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8896                 return;
8897         }
8898         switch (vid.renderpath)
8899         {
8900         case RENDERPATH_GL32:
8901         case RENDERPATH_GLES2:
8902                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8903                 break;
8904         }
8905         CHECKGLERROR
8906 }
8907
8908 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8909 {
8910         int i, j;
8911         int texturenumsurfaces, endsurface;
8912         texture_t *texture;
8913         const msurface_t *surface;
8914         const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8915
8916         RSurf_ActiveModelEntity(ent, true, true, false);
8917
8918         if (r_transparentdepthmasking.integer)
8919         {
8920                 qboolean setup = false;
8921                 for (i = 0;i < numsurfaces;i = j)
8922                 {
8923                         j = i + 1;
8924                         surface = rsurface.modelsurfaces + surfacelist[i];
8925                         texture = surface->texture;
8926                         rsurface.texture = R_GetCurrentTexture(texture);
8927                         rsurface.lightmaptexture = NULL;
8928                         rsurface.deluxemaptexture = NULL;
8929                         rsurface.uselightmaptexture = false;
8930                         // scan ahead until we find a different texture
8931                         endsurface = min(i + 1024, numsurfaces);
8932                         texturenumsurfaces = 0;
8933                         texturesurfacelist[texturenumsurfaces++] = surface;
8934                         for (;j < endsurface;j++)
8935                         {
8936                                 surface = rsurface.modelsurfaces + surfacelist[j];
8937                                 if (texture != surface->texture)
8938                                         break;
8939                                 texturesurfacelist[texturenumsurfaces++] = surface;
8940                         }
8941                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8942                                 continue;
8943                         // render the range of surfaces as depth
8944                         if (!setup)
8945                         {
8946                                 setup = true;
8947                                 GL_ColorMask(0,0,0,0);
8948                                 GL_Color(1,1,1,1);
8949                                 GL_DepthTest(true);
8950                                 GL_BlendFunc(GL_ONE, GL_ZERO);
8951                                 GL_DepthMask(true);
8952 //                              R_Mesh_ResetTextureState();
8953                         }
8954                         RSurf_SetupDepthAndCulling();
8955                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8956                         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8957                         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8958                         RSurf_DrawBatch();
8959                 }
8960                 if (setup)
8961                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8962         }
8963
8964         for (i = 0;i < numsurfaces;i = j)
8965         {
8966                 j = i + 1;
8967                 surface = rsurface.modelsurfaces + surfacelist[i];
8968                 texture = surface->texture;
8969                 rsurface.texture = R_GetCurrentTexture(texture);
8970                 // scan ahead until we find a different texture
8971                 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8972                 texturenumsurfaces = 0;
8973                 texturesurfacelist[texturenumsurfaces++] = surface;
8974                 if(FAKELIGHT_ENABLED)
8975                 {
8976                         rsurface.lightmaptexture = NULL;
8977                         rsurface.deluxemaptexture = NULL;
8978                         rsurface.uselightmaptexture = false;
8979                         for (;j < endsurface;j++)
8980                         {
8981                                 surface = rsurface.modelsurfaces + surfacelist[j];
8982                                 if (texture != surface->texture)
8983                                         break;
8984                                 texturesurfacelist[texturenumsurfaces++] = surface;
8985                         }
8986                 }
8987                 else
8988                 {
8989                         rsurface.lightmaptexture = surface->lightmaptexture;
8990                         rsurface.deluxemaptexture = surface->deluxemaptexture;
8991                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8992                         for (;j < endsurface;j++)
8993                         {
8994                                 surface = rsurface.modelsurfaces + surfacelist[j];
8995                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8996                                         break;
8997                                 texturesurfacelist[texturenumsurfaces++] = surface;
8998                         }
8999                 }
9000                 // render the range of surfaces
9001                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
9002         }
9003         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9004 }
9005
9006 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9007 {
9008         // transparent surfaces get pushed off into the transparent queue
9009         int surfacelistindex;
9010         const msurface_t *surface;
9011         vec3_t tempcenter, center;
9012         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
9013         {
9014                 surface = texturesurfacelist[surfacelistindex];
9015                 if (r_transparent_sortsurfacesbynearest.integer)
9016                 {
9017                         tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
9018                         tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
9019                         tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
9020                 }
9021                 else
9022                 {
9023                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
9024                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
9025                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
9026                 }
9027                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9028                 if (rsurface.entity->transparent_offset) // transparent offset
9029                 {
9030                         center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
9031                         center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
9032                         center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9033                 }
9034                 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);
9035         }
9036 }
9037
9038 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9039 {
9040         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9041                 return;
9042         if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9043                 return;
9044         RSurf_SetupDepthAndCulling();
9045         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9046         R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9047         R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9048         RSurf_DrawBatch();
9049 }
9050
9051 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
9052 {
9053         CHECKGLERROR
9054         if (depthonly)
9055                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9056         else if (prepass)
9057         {
9058                 if (!rsurface.texture->currentnumlayers)
9059                         return;
9060                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9061                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9062                 else
9063                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9064         }
9065         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9066                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9067         else if (!rsurface.texture->currentnumlayers)
9068                 return;
9069         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9070         {
9071                 // in the deferred case, transparent surfaces were queued during prepass
9072                 if (!r_shadow_usingdeferredprepass)
9073                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9074         }
9075         else
9076         {
9077                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9078                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9079         }
9080         CHECKGLERROR
9081 }
9082
9083 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
9084 {
9085         int i, j;
9086         texture_t *texture;
9087         R_FrameData_SetMark();
9088         // break the surface list down into batches by texture and use of lightmapping
9089         for (i = 0;i < numsurfaces;i = j)
9090         {
9091                 j = i + 1;
9092                 // texture is the base texture pointer, rsurface.texture is the
9093                 // current frame/skin the texture is directing us to use (for example
9094                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9095                 // use skin 1 instead)
9096                 texture = surfacelist[i]->texture;
9097                 rsurface.texture = R_GetCurrentTexture(texture);
9098                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9099                 {
9100                         // if this texture is not the kind we want, skip ahead to the next one
9101                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9102                                 ;
9103                         continue;
9104                 }
9105                 if(FAKELIGHT_ENABLED || depthonly || prepass)
9106                 {
9107                         rsurface.lightmaptexture = NULL;
9108                         rsurface.deluxemaptexture = NULL;
9109                         rsurface.uselightmaptexture = false;
9110                         // simply scan ahead until we find a different texture or lightmap state
9111                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9112                                 ;
9113                 }
9114                 else
9115                 {
9116                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9117                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9118                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9119                         // simply scan ahead until we find a different texture or lightmap state
9120                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9121                                 ;
9122                 }
9123                 // render the range of surfaces
9124                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
9125         }
9126         R_FrameData_ReturnToMark();
9127 }
9128
9129 float locboxvertex3f[6*4*3] =
9130 {
9131         1,0,1, 1,0,0, 1,1,0, 1,1,1,
9132         0,1,1, 0,1,0, 0,0,0, 0,0,1,
9133         1,1,1, 1,1,0, 0,1,0, 0,1,1,
9134         0,0,1, 0,0,0, 1,0,0, 1,0,1,
9135         0,0,1, 1,0,1, 1,1,1, 0,1,1,
9136         1,0,0, 0,0,0, 0,1,0, 1,1,0
9137 };
9138
9139 unsigned short locboxelements[6*2*3] =
9140 {
9141          0, 1, 2, 0, 2, 3,
9142          4, 5, 6, 4, 6, 7,
9143          8, 9,10, 8,10,11,
9144         12,13,14, 12,14,15,
9145         16,17,18, 16,18,19,
9146         20,21,22, 20,22,23
9147 };
9148
9149 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9150 {
9151         int i, j;
9152         cl_locnode_t *loc = (cl_locnode_t *)ent;
9153         vec3_t mins, size;
9154         float vertex3f[6*4*3];
9155         CHECKGLERROR
9156         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9157         GL_DepthMask(false);
9158         GL_DepthRange(0, 1);
9159         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9160         GL_DepthTest(true);
9161         GL_CullFace(GL_NONE);
9162         R_EntityMatrix(&identitymatrix);
9163
9164 //      R_Mesh_ResetTextureState();
9165
9166         i = surfacelist[0];
9167         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9168                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9169                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9170                         surfacelist[0] < 0 ? 0.5f : 0.125f);
9171
9172         if (VectorCompare(loc->mins, loc->maxs))
9173         {
9174                 VectorSet(size, 2, 2, 2);
9175                 VectorMA(loc->mins, -0.5f, size, mins);
9176         }
9177         else
9178         {
9179                 VectorCopy(loc->mins, mins);
9180                 VectorSubtract(loc->maxs, loc->mins, size);
9181         }
9182
9183         for (i = 0;i < 6*4*3;)
9184                 for (j = 0;j < 3;j++, i++)
9185                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9186
9187         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9188         R_SetupShader_Generic_NoTexture(false, false);
9189         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9190 }
9191
9192 void R_DrawLocs(void)
9193 {
9194         int index;
9195         cl_locnode_t *loc, *nearestloc;
9196         vec3_t center;
9197         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9198         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9199         {
9200                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9201                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9202         }
9203 }
9204
9205 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9206 {
9207         if (decalsystem->decals)
9208                 Mem_Free(decalsystem->decals);
9209         memset(decalsystem, 0, sizeof(*decalsystem));
9210 }
9211
9212 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, unsigned int decalsequence)
9213 {
9214         tridecal_t *decal;
9215         tridecal_t *decals;
9216         int i;
9217
9218         // expand or initialize the system
9219         if (decalsystem->maxdecals <= decalsystem->numdecals)
9220         {
9221                 decalsystem_t old = *decalsystem;
9222                 qboolean useshortelements;
9223                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9224                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9225                 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)));
9226                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9227                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9228                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9229                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9230                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9231                 if (decalsystem->numdecals)
9232                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9233                 if (old.decals)
9234                         Mem_Free(old.decals);
9235                 for (i = 0;i < decalsystem->maxdecals*3;i++)
9236                         decalsystem->element3i[i] = i;
9237                 if (useshortelements)
9238                         for (i = 0;i < decalsystem->maxdecals*3;i++)
9239                                 decalsystem->element3s[i] = i;
9240         }
9241
9242         // grab a decal and search for another free slot for the next one
9243         decals = decalsystem->decals;
9244         decal = decalsystem->decals + (i = decalsystem->freedecal++);
9245         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9246                 ;
9247         decalsystem->freedecal = i;
9248         if (decalsystem->numdecals <= i)
9249                 decalsystem->numdecals = i + 1;
9250
9251         // initialize the decal
9252         decal->lived = 0;
9253         decal->triangleindex = triangleindex;
9254         decal->surfaceindex = surfaceindex;
9255         decal->decalsequence = decalsequence;
9256         decal->color4f[0][0] = c0[0];
9257         decal->color4f[0][1] = c0[1];
9258         decal->color4f[0][2] = c0[2];
9259         decal->color4f[0][3] = 1;
9260         decal->color4f[1][0] = c1[0];
9261         decal->color4f[1][1] = c1[1];
9262         decal->color4f[1][2] = c1[2];
9263         decal->color4f[1][3] = 1;
9264         decal->color4f[2][0] = c2[0];
9265         decal->color4f[2][1] = c2[1];
9266         decal->color4f[2][2] = c2[2];
9267         decal->color4f[2][3] = 1;
9268         decal->vertex3f[0][0] = v0[0];
9269         decal->vertex3f[0][1] = v0[1];
9270         decal->vertex3f[0][2] = v0[2];
9271         decal->vertex3f[1][0] = v1[0];
9272         decal->vertex3f[1][1] = v1[1];
9273         decal->vertex3f[1][2] = v1[2];
9274         decal->vertex3f[2][0] = v2[0];
9275         decal->vertex3f[2][1] = v2[1];
9276         decal->vertex3f[2][2] = v2[2];
9277         decal->texcoord2f[0][0] = t0[0];
9278         decal->texcoord2f[0][1] = t0[1];
9279         decal->texcoord2f[1][0] = t1[0];
9280         decal->texcoord2f[1][1] = t1[1];
9281         decal->texcoord2f[2][0] = t2[0];
9282         decal->texcoord2f[2][1] = t2[1];
9283         TriangleNormal(v0, v1, v2, decal->plane);
9284         VectorNormalize(decal->plane);
9285         decal->plane[3] = DotProduct(v0, decal->plane);
9286 }
9287
9288 extern cvar_t cl_decals_bias;
9289 extern cvar_t cl_decals_models;
9290 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9291 // baseparms, parms, temps
9292 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9293 {
9294         int cornerindex;
9295         int index;
9296         float v[9][3];
9297         const float *vertex3f;
9298         const float *normal3f;
9299         int numpoints;
9300         float points[2][9][3];
9301         float temp[3];
9302         float tc[9][2];
9303         float f;
9304         float c[9][4];
9305         const int *e;
9306
9307         e = rsurface.modelelement3i + 3*triangleindex;
9308
9309         vertex3f = rsurface.modelvertex3f;
9310         normal3f = rsurface.modelnormal3f;
9311
9312         if (normal3f)
9313         {
9314                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9315                 {
9316                         index = 3*e[cornerindex];
9317                         VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9318                 }
9319         }
9320         else
9321         {
9322                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9323                 {
9324                         index = 3*e[cornerindex];
9325                         VectorCopy(vertex3f + index, v[cornerindex]);
9326                 }
9327         }
9328
9329         // cull backfaces
9330         //TriangleNormal(v[0], v[1], v[2], normal);
9331         //if (DotProduct(normal, localnormal) < 0.0f)
9332         //      continue;
9333         // clip by each of the box planes formed from the projection matrix
9334         // if anything survives, we emit the decal
9335         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]);
9336         if (numpoints < 3)
9337                 return;
9338         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]);
9339         if (numpoints < 3)
9340                 return;
9341         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]);
9342         if (numpoints < 3)
9343                 return;
9344         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]);
9345         if (numpoints < 3)
9346                 return;
9347         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]);
9348         if (numpoints < 3)
9349                 return;
9350         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]);
9351         if (numpoints < 3)
9352                 return;
9353         // some part of the triangle survived, so we have to accept it...
9354         if (dynamic)
9355         {
9356                 // dynamic always uses the original triangle
9357                 numpoints = 3;
9358                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9359                 {
9360                         index = 3*e[cornerindex];
9361                         VectorCopy(vertex3f + index, v[cornerindex]);
9362                 }
9363         }
9364         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9365         {
9366                 // convert vertex positions to texcoords
9367                 Matrix4x4_Transform(projection, v[cornerindex], temp);
9368                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9369                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9370                 // calculate distance fade from the projection origin
9371                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9372                 f = bound(0.0f, f, 1.0f);
9373                 c[cornerindex][0] = r * f;
9374                 c[cornerindex][1] = g * f;
9375                 c[cornerindex][2] = b * f;
9376                 c[cornerindex][3] = 1.0f;
9377                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9378         }
9379         if (dynamic)
9380                 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);
9381         else
9382                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9383                         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);
9384 }
9385 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, unsigned int decalsequence)
9386 {
9387         matrix4x4_t projection;
9388         decalsystem_t *decalsystem;
9389         qboolean dynamic;
9390         dp_model_t *model;
9391         const msurface_t *surface;
9392         const msurface_t *surfaces;
9393         const int *surfacelist;
9394         const texture_t *texture;
9395         int numtriangles;
9396         int numsurfacelist;
9397         int surfacelistindex;
9398         int surfaceindex;
9399         int triangleindex;
9400         float localorigin[3];
9401         float localnormal[3];
9402         float localmins[3];
9403         float localmaxs[3];
9404         float localsize;
9405         //float normal[3];
9406         float planes[6][4];
9407         float angles[3];
9408         bih_t *bih;
9409         int bih_triangles_count;
9410         int bih_triangles[256];
9411         int bih_surfaces[256];
9412
9413         decalsystem = &ent->decalsystem;
9414         model = ent->model;
9415         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9416         {
9417                 R_DecalSystem_Reset(&ent->decalsystem);
9418                 return;
9419         }
9420
9421         if (!model->brush.data_leafs && !cl_decals_models.integer)
9422         {
9423                 if (decalsystem->model)
9424                         R_DecalSystem_Reset(decalsystem);
9425                 return;
9426         }
9427
9428         if (decalsystem->model != model)
9429                 R_DecalSystem_Reset(decalsystem);
9430         decalsystem->model = model;
9431
9432         RSurf_ActiveModelEntity(ent, true, false, false);
9433
9434         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9435         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9436         VectorNormalize(localnormal);
9437         localsize = worldsize*rsurface.inversematrixscale;
9438         localmins[0] = localorigin[0] - localsize;
9439         localmins[1] = localorigin[1] - localsize;
9440         localmins[2] = localorigin[2] - localsize;
9441         localmaxs[0] = localorigin[0] + localsize;
9442         localmaxs[1] = localorigin[1] + localsize;
9443         localmaxs[2] = localorigin[2] + localsize;
9444
9445         //VectorCopy(localnormal, planes[4]);
9446         //VectorVectors(planes[4], planes[2], planes[0]);
9447         AnglesFromVectors(angles, localnormal, NULL, false);
9448         AngleVectors(angles, planes[0], planes[2], planes[4]);
9449         VectorNegate(planes[0], planes[1]);
9450         VectorNegate(planes[2], planes[3]);
9451         VectorNegate(planes[4], planes[5]);
9452         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9453         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9454         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9455         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9456         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9457         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9458
9459 #if 1
9460 // works
9461 {
9462         matrix4x4_t forwardprojection;
9463         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9464         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9465 }
9466 #else
9467 // broken
9468 {
9469         float projectionvector[4][3];
9470         VectorScale(planes[0], ilocalsize, projectionvector[0]);
9471         VectorScale(planes[2], ilocalsize, projectionvector[1]);
9472         VectorScale(planes[4], ilocalsize, projectionvector[2]);
9473         projectionvector[0][0] = planes[0][0] * ilocalsize;
9474         projectionvector[0][1] = planes[1][0] * ilocalsize;
9475         projectionvector[0][2] = planes[2][0] * ilocalsize;
9476         projectionvector[1][0] = planes[0][1] * ilocalsize;
9477         projectionvector[1][1] = planes[1][1] * ilocalsize;
9478         projectionvector[1][2] = planes[2][1] * ilocalsize;
9479         projectionvector[2][0] = planes[0][2] * ilocalsize;
9480         projectionvector[2][1] = planes[1][2] * ilocalsize;
9481         projectionvector[2][2] = planes[2][2] * ilocalsize;
9482         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9483         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9484         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9485         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9486 }
9487 #endif
9488
9489         dynamic = model->surfmesh.isanimated;
9490         numsurfacelist = model->nummodelsurfaces;
9491         surfacelist = model->sortedmodelsurfaces;
9492         surfaces = model->data_surfaces;
9493
9494         bih = NULL;
9495         bih_triangles_count = -1;
9496         if(!dynamic)
9497         {
9498                 if(model->render_bih.numleafs)
9499                         bih = &model->render_bih;
9500                 else if(model->collision_bih.numleafs)
9501                         bih = &model->collision_bih;
9502         }
9503         if(bih)
9504                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9505         if(bih_triangles_count == 0)
9506                 return;
9507         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9508                 return;
9509         if(bih_triangles_count > 0)
9510         {
9511                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9512                 {
9513                         surfaceindex = bih_surfaces[triangleindex];
9514                         surface = surfaces + surfaceindex;
9515                         texture = surface->texture;
9516                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9517                                 continue;
9518                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9519                                 continue;
9520                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9521                 }
9522         }
9523         else
9524         {
9525                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9526                 {
9527                         surfaceindex = surfacelist[surfacelistindex];
9528                         surface = surfaces + surfaceindex;
9529                         // check cull box first because it rejects more than any other check
9530                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9531                                 continue;
9532                         // skip transparent surfaces
9533                         texture = surface->texture;
9534                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9535                                 continue;
9536                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9537                                 continue;
9538                         numtriangles = surface->num_triangles;
9539                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9540                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9541                 }
9542         }
9543 }
9544
9545 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9546 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, unsigned int decalsequence)
9547 {
9548         int renderentityindex;
9549         float worldmins[3];
9550         float worldmaxs[3];
9551         entity_render_t *ent;
9552
9553         if (!cl_decals_newsystem.integer)
9554                 return;
9555
9556         worldmins[0] = worldorigin[0] - worldsize;
9557         worldmins[1] = worldorigin[1] - worldsize;
9558         worldmins[2] = worldorigin[2] - worldsize;
9559         worldmaxs[0] = worldorigin[0] + worldsize;
9560         worldmaxs[1] = worldorigin[1] + worldsize;
9561         worldmaxs[2] = worldorigin[2] + worldsize;
9562
9563         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9564
9565         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9566         {
9567                 ent = r_refdef.scene.entities[renderentityindex];
9568                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9569                         continue;
9570
9571                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9572         }
9573 }
9574
9575 typedef struct r_decalsystem_splatqueue_s
9576 {
9577         vec3_t worldorigin;
9578         vec3_t worldnormal;
9579         float color[4];
9580         float tcrange[4];
9581         float worldsize;
9582         unsigned int decalsequence;
9583 }
9584 r_decalsystem_splatqueue_t;
9585
9586 int r_decalsystem_numqueued = 0;
9587 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9588
9589 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)
9590 {
9591         r_decalsystem_splatqueue_t *queue;
9592
9593         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9594                 return;
9595
9596         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9597         VectorCopy(worldorigin, queue->worldorigin);
9598         VectorCopy(worldnormal, queue->worldnormal);
9599         Vector4Set(queue->color, r, g, b, a);
9600         Vector4Set(queue->tcrange, s1, t1, s2, t2);
9601         queue->worldsize = worldsize;
9602         queue->decalsequence = cl.decalsequence++;
9603 }
9604
9605 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9606 {
9607         int i;
9608         r_decalsystem_splatqueue_t *queue;
9609
9610         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9611                 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);
9612         r_decalsystem_numqueued = 0;
9613 }
9614
9615 extern cvar_t cl_decals_max;
9616 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9617 {
9618         int i;
9619         decalsystem_t *decalsystem = &ent->decalsystem;
9620         int numdecals;
9621         unsigned int killsequence;
9622         tridecal_t *decal;
9623         float frametime;
9624         float lifetime;
9625
9626         if (!decalsystem->numdecals)
9627                 return;
9628
9629         if (r_showsurfaces.integer)
9630                 return;
9631
9632         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9633         {
9634                 R_DecalSystem_Reset(decalsystem);
9635                 return;
9636         }
9637
9638         killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9639         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9640
9641         if (decalsystem->lastupdatetime)
9642                 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9643         else
9644                 frametime = 0;
9645         decalsystem->lastupdatetime = r_refdef.scene.time;
9646         numdecals = decalsystem->numdecals;
9647
9648         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9649         {
9650                 if (decal->color4f[0][3])
9651                 {
9652                         decal->lived += frametime;
9653                         if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9654                         {
9655                                 memset(decal, 0, sizeof(*decal));
9656                                 if (decalsystem->freedecal > i)
9657                                         decalsystem->freedecal = i;
9658                         }
9659                 }
9660         }
9661         decal = decalsystem->decals;
9662         while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9663                 numdecals--;
9664
9665         // collapse the array by shuffling the tail decals into the gaps
9666         for (;;)
9667         {
9668                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9669                         decalsystem->freedecal++;
9670                 if (decalsystem->freedecal == numdecals)
9671                         break;
9672                 decal[decalsystem->freedecal] = decal[--numdecals];
9673         }
9674
9675         decalsystem->numdecals = numdecals;
9676
9677         if (numdecals <= 0)
9678         {
9679                 // if there are no decals left, reset decalsystem
9680                 R_DecalSystem_Reset(decalsystem);
9681         }
9682 }
9683
9684 extern skinframe_t *decalskinframe;
9685 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9686 {
9687         int i;
9688         decalsystem_t *decalsystem = &ent->decalsystem;
9689         int numdecals;
9690         tridecal_t *decal;
9691         float faderate;
9692         float alpha;
9693         float *v3f;
9694         float *c4f;
9695         float *t2f;
9696         const int *e;
9697         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9698         int numtris = 0;
9699
9700         numdecals = decalsystem->numdecals;
9701         if (!numdecals)
9702                 return;
9703
9704         if (r_showsurfaces.integer)
9705                 return;
9706
9707         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9708         {
9709                 R_DecalSystem_Reset(decalsystem);
9710                 return;
9711         }
9712
9713         // if the model is static it doesn't matter what value we give for
9714         // wantnormals and wanttangents, so this logic uses only rules applicable
9715         // to a model, knowing that they are meaningless otherwise
9716         RSurf_ActiveModelEntity(ent, false, false, false);
9717
9718         decalsystem->lastupdatetime = r_refdef.scene.time;
9719
9720         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9721
9722         // update vertex positions for animated models
9723         v3f = decalsystem->vertex3f;
9724         c4f = decalsystem->color4f;
9725         t2f = decalsystem->texcoord2f;
9726         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9727         {
9728                 if (!decal->color4f[0][3])
9729                         continue;
9730
9731                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9732                         continue;
9733
9734                 // skip backfaces
9735                 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9736                         continue;
9737
9738                 // update color values for fading decals
9739                 if (decal->lived >= cl_decals_time.value)
9740                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9741                 else
9742                         alpha = 1.0f;
9743
9744                 c4f[ 0] = decal->color4f[0][0] * alpha;
9745                 c4f[ 1] = decal->color4f[0][1] * alpha;
9746                 c4f[ 2] = decal->color4f[0][2] * alpha;
9747                 c4f[ 3] = 1;
9748                 c4f[ 4] = decal->color4f[1][0] * alpha;
9749                 c4f[ 5] = decal->color4f[1][1] * alpha;
9750                 c4f[ 6] = decal->color4f[1][2] * alpha;
9751                 c4f[ 7] = 1;
9752                 c4f[ 8] = decal->color4f[2][0] * alpha;
9753                 c4f[ 9] = decal->color4f[2][1] * alpha;
9754                 c4f[10] = decal->color4f[2][2] * alpha;
9755                 c4f[11] = 1;
9756
9757                 t2f[0] = decal->texcoord2f[0][0];
9758                 t2f[1] = decal->texcoord2f[0][1];
9759                 t2f[2] = decal->texcoord2f[1][0];
9760                 t2f[3] = decal->texcoord2f[1][1];
9761                 t2f[4] = decal->texcoord2f[2][0];
9762                 t2f[5] = decal->texcoord2f[2][1];
9763
9764                 // update vertex positions for animated models
9765                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9766                 {
9767                         e = rsurface.modelelement3i + 3*decal->triangleindex;
9768                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9769                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9770                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9771                 }
9772                 else
9773                 {
9774                         VectorCopy(decal->vertex3f[0], v3f);
9775                         VectorCopy(decal->vertex3f[1], v3f + 3);
9776                         VectorCopy(decal->vertex3f[2], v3f + 6);
9777                 }
9778
9779                 if (r_refdef.fogenabled)
9780                 {
9781                         alpha = RSurf_FogVertex(v3f);
9782                         VectorScale(c4f, alpha, c4f);
9783                         alpha = RSurf_FogVertex(v3f + 3);
9784                         VectorScale(c4f + 4, alpha, c4f + 4);
9785                         alpha = RSurf_FogVertex(v3f + 6);
9786                         VectorScale(c4f + 8, alpha, c4f + 8);
9787                 }
9788
9789                 v3f += 9;
9790                 c4f += 12;
9791                 t2f += 6;
9792                 numtris++;
9793         }
9794
9795         if (numtris > 0)
9796         {
9797                 r_refdef.stats[r_stat_drawndecals] += numtris;
9798
9799                 // now render the decals all at once
9800                 // (this assumes they all use one particle font texture!)
9801                 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);
9802 //              R_Mesh_ResetTextureState();
9803                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9804                 GL_DepthMask(false);
9805                 GL_DepthRange(0, 1);
9806                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9807                 GL_DepthTest(true);
9808                 GL_CullFace(GL_NONE);
9809                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9810                 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9811                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9812         }
9813 }
9814
9815 static void R_DrawModelDecals(void)
9816 {
9817         int i, numdecals;
9818
9819         // fade faster when there are too many decals
9820         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9821         for (i = 0;i < r_refdef.scene.numentities;i++)
9822                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9823
9824         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9825         for (i = 0;i < r_refdef.scene.numentities;i++)
9826                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9827                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9828
9829         R_DecalSystem_ApplySplatEntitiesQueue();
9830
9831         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9832         for (i = 0;i < r_refdef.scene.numentities;i++)
9833                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9834
9835         r_refdef.stats[r_stat_totaldecals] += numdecals;
9836
9837         if (r_showsurfaces.integer)
9838                 return;
9839
9840         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9841
9842         for (i = 0;i < r_refdef.scene.numentities;i++)
9843         {
9844                 if (!r_refdef.viewcache.entityvisible[i])
9845                         continue;
9846                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9847                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9848         }
9849 }
9850
9851 extern cvar_t mod_collision_bih;
9852 static void R_DrawDebugModel(void)
9853 {
9854         entity_render_t *ent = rsurface.entity;
9855         int i, j, flagsmask;
9856         const msurface_t *surface;
9857         dp_model_t *model = ent->model;
9858
9859         if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9860                 return;
9861
9862         if (r_showoverdraw.value > 0)
9863         {
9864                 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9865                 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9866                 R_SetupShader_Generic_NoTexture(false, false);
9867                 GL_DepthTest(false);
9868                 GL_DepthMask(false);
9869                 GL_DepthRange(0, 1);
9870                 GL_BlendFunc(GL_ONE, GL_ONE);
9871                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9872                 {
9873                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9874                                 continue;
9875                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9876                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9877                         {
9878                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9879                                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9880                                 if (!rsurface.texture->currentlayers->depthmask)
9881                                         GL_Color(c, 0, 0, 1.0f);
9882                                 else if (ent == r_refdef.scene.worldentity)
9883                                         GL_Color(c, c, c, 1.0f);
9884                                 else
9885                                         GL_Color(0, c, 0, 1.0f);
9886                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9887                                 RSurf_DrawBatch();
9888                         }
9889                 }
9890                 rsurface.texture = NULL;
9891         }
9892
9893         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9894
9895 //      R_Mesh_ResetTextureState();
9896         R_SetupShader_Generic_NoTexture(false, false);
9897         GL_DepthRange(0, 1);
9898         GL_DepthTest(!r_showdisabledepthtest.integer);
9899         GL_DepthMask(false);
9900         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9901
9902         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9903         {
9904                 int triangleindex;
9905                 int bihleafindex;
9906                 qboolean cullbox = false;
9907                 const q3mbrush_t *brush;
9908                 const bih_t *bih = &model->collision_bih;
9909                 const bih_leaf_t *bihleaf;
9910                 float vertex3f[3][3];
9911                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9912                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9913                 {
9914                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9915                                 continue;
9916                         switch (bihleaf->type)
9917                         {
9918                         case BIH_BRUSH:
9919                                 brush = model->brush.data_brushes + bihleaf->itemindex;
9920                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
9921                                 {
9922                                         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);
9923                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9924                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9925                                 }
9926                                 break;
9927                         case BIH_COLLISIONTRIANGLE:
9928                                 triangleindex = bihleaf->itemindex;
9929                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9930                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9931                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9932                                 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);
9933                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9934                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9935                                 break;
9936                         case BIH_RENDERTRIANGLE:
9937                                 triangleindex = bihleaf->itemindex;
9938                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9939                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9940                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9941                                 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);
9942                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9943                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9944                                 break;
9945                         }
9946                 }
9947         }
9948
9949         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9950
9951 #ifndef USE_GLES2
9952         if (r_showtris.value > 0 && qglPolygonMode)
9953         {
9954                 if (r_showdisabledepthtest.integer)
9955                 {
9956                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9957                         GL_DepthMask(false);
9958                 }
9959                 else
9960                 {
9961                         GL_BlendFunc(GL_ONE, GL_ZERO);
9962                         GL_DepthMask(true);
9963                 }
9964                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9965                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9966                 {
9967                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9968                                 continue;
9969                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9970                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9971                         {
9972                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9973                                 if (!rsurface.texture->currentlayers->depthmask)
9974                                         GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9975                                 else if (ent == r_refdef.scene.worldentity)
9976                                         GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9977                                 else
9978                                         GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9979                                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9980                                 RSurf_DrawBatch();
9981                         }
9982                 }
9983                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9984                 rsurface.texture = NULL;
9985         }
9986
9987 # if 0
9988         // FIXME!  implement r_shownormals with just triangles
9989         if (r_shownormals.value != 0 && qglBegin)
9990         {
9991                 int l, k;
9992                 vec3_t v;
9993                 if (r_showdisabledepthtest.integer)
9994                 {
9995                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9996                         GL_DepthMask(false);
9997                 }
9998                 else
9999                 {
10000                         GL_BlendFunc(GL_ONE, GL_ZERO);
10001                         GL_DepthMask(true);
10002                 }
10003                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10004                 {
10005                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10006                                 continue;
10007                         rsurface.texture = R_GetCurrentTexture(surface->texture);
10008                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10009                         {
10010                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10011                                 qglBegin(GL_LINES);
10012                                 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
10013                                 {
10014                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10015                                         {
10016                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10017                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10018                                                 qglVertex3f(v[0], v[1], v[2]);
10019                                                 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10020                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10021                                                 qglVertex3f(v[0], v[1], v[2]);
10022                                         }
10023                                 }
10024                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
10025                                 {
10026                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10027                                         {
10028                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10029                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10030                                                 qglVertex3f(v[0], v[1], v[2]);
10031                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10032                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10033                                                 qglVertex3f(v[0], v[1], v[2]);
10034                                         }
10035                                 }
10036                                 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10037                                 {
10038                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10039                                         {
10040                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10041                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10042                                                 qglVertex3f(v[0], v[1], v[2]);
10043                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10044                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10045                                                 qglVertex3f(v[0], v[1], v[2]);
10046                                         }
10047                                 }
10048                                 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10049                                 {
10050                                         for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10051                                         {
10052                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10053                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10054                                                 qglVertex3f(v[0], v[1], v[2]);
10055                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10056                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10057                                                 qglVertex3f(v[0], v[1], v[2]);
10058                                         }
10059                                 }
10060                                 qglEnd();
10061                                 CHECKGLERROR
10062                         }
10063                 }
10064                 rsurface.texture = NULL;
10065         }
10066 # endif
10067 #endif
10068 }
10069
10070 int r_maxsurfacelist = 0;
10071 const msurface_t **r_surfacelist = NULL;
10072 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
10073 {
10074         int i, j, endj, flagsmask;
10075         dp_model_t *model = ent->model;
10076         msurface_t *surfaces;
10077         unsigned char *update;
10078         int numsurfacelist = 0;
10079         if (model == NULL)
10080                 return;
10081
10082         if (r_maxsurfacelist < model->num_surfaces)
10083         {
10084                 r_maxsurfacelist = model->num_surfaces;
10085                 if (r_surfacelist)
10086                         Mem_Free((msurface_t **)r_surfacelist);
10087                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10088         }
10089
10090         if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10091                 RSurf_ActiveModelEntity(ent, false, false, false);
10092         else if (prepass)
10093                 RSurf_ActiveModelEntity(ent, true, true, true);
10094         else if (depthonly)
10095                 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10096         else
10097                 RSurf_ActiveModelEntity(ent, true, true, false);
10098
10099         surfaces = model->data_surfaces;
10100         update = model->brushq1.lightmapupdateflags;
10101
10102         // update light styles
10103         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10104         {
10105                 model_brush_lightstyleinfo_t *style;
10106                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10107                 {
10108                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
10109                         {
10110                                 int *list = style->surfacelist;
10111                                 style->value = r_refdef.scene.lightstylevalue[style->style];
10112                                 for (j = 0;j < style->numsurfaces;j++)
10113                                         update[list[j]] = true;
10114                         }
10115                 }
10116         }
10117
10118         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10119
10120         if (debug)
10121         {
10122                 R_DrawDebugModel();
10123                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10124                 return;
10125         }
10126
10127         rsurface.lightmaptexture = NULL;
10128         rsurface.deluxemaptexture = NULL;
10129         rsurface.uselightmaptexture = false;
10130         rsurface.texture = NULL;
10131         rsurface.rtlight = NULL;
10132         numsurfacelist = 0;
10133         // add visible surfaces to draw list
10134         if (ent == r_refdef.scene.worldentity)
10135         {
10136                 // for the world entity, check surfacevisible
10137                 for (i = 0;i < model->nummodelsurfaces;i++)
10138                 {
10139                         j = model->sortedmodelsurfaces[i];
10140                         if (r_refdef.viewcache.world_surfacevisible[j])
10141                                 r_surfacelist[numsurfacelist++] = surfaces + j;
10142                 }
10143         }
10144         else
10145         {
10146                 // add all surfaces
10147                 for (i = 0; i < model->nummodelsurfaces; i++)
10148                         r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10149         }
10150         // don't do anything if there were no surfaces
10151         if (!numsurfacelist)
10152         {
10153                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10154                 return;
10155         }
10156         // update lightmaps if needed
10157         if (update)
10158         {
10159                 int updated = 0;
10160                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10161                 {
10162                         if (update[j])
10163                         {
10164                                 updated++;
10165                                 R_BuildLightMap(ent, surfaces + j);
10166                         }
10167                 }
10168         }
10169
10170         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
10171
10172         // add to stats if desired
10173         if (r_speeds.integer && !skysurfaces && !depthonly)
10174         {
10175                 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10176                 for (j = 0;j < numsurfacelist;j++)
10177                         r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10178         }
10179
10180         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10181 }
10182
10183 void R_DebugLine(vec3_t start, vec3_t end)
10184 {
10185         dp_model_t *mod = CL_Mesh_UI();
10186         msurface_t *surf;
10187         int e0, e1, e2, e3;
10188         float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10189         float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10190         float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10191         vec4_t w[2], s[2];
10192
10193         // transform to screen coords first
10194         Vector4Set(w[0], start[0], start[1], start[2], 1);
10195         Vector4Set(w[1], end[0], end[1], end[2], 1);
10196         R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10197         R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10198         x1 = s[0][0] * vid_conwidth.value / vid.width;
10199         y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10200         x2 = s[1][0] * vid_conwidth.value / vid.width;
10201         y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10202         //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10203
10204         // add the line to the UI mesh for drawing later
10205
10206         // width is measured in real pixels
10207         if (fabs(x2 - x1) > fabs(y2 - y1))
10208         {
10209                 offsetx = 0;
10210                 offsety = 0.5f * width * vid_conheight.value / vid.height;
10211         }
10212         else
10213         {
10214                 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10215                 offsety = 0;
10216         }
10217         surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_VERTEXCOLOR), true);
10218         e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10219         e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10220         e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10221         e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10222         Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10223         Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10224
10225 }
10226
10227
10228 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10229 {
10230         int q;
10231         static texture_t texture;
10232         static msurface_t surface;
10233         const msurface_t *surfacelist = &surface;
10234
10235         // fake enough texture and surface state to render this geometry
10236
10237         texture.update_lastrenderframe = -1; // regenerate this texture
10238         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10239         texture.basealpha = 1.0f;
10240         texture.currentskinframe = skinframe;
10241         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10242         texture.offsetmapping = OFFSETMAPPING_OFF;
10243         texture.offsetscale = 1;
10244         texture.specularscalemod = 1;
10245         texture.specularpowermod = 1;
10246         texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10247         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
10248         // JUST GREP FOR "specularscalemod = 1".
10249
10250         for (q = 0; q < 3; q++)
10251         {
10252                 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
10253                 texture.render_modellight_lightdir[q] = q == 2;
10254                 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10255                 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
10256                 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
10257                 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10258                 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
10259                 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
10260                 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
10261                 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
10262         }
10263         texture.currentalpha = 1.0f;
10264
10265         surface.texture = &texture;
10266         surface.num_triangles = numtriangles;
10267         surface.num_firsttriangle = firsttriangle;
10268         surface.num_vertices = numvertices;
10269         surface.num_firstvertex = firstvertex;
10270
10271         // now render it
10272         rsurface.texture = R_GetCurrentTexture(surface.texture);
10273         rsurface.lightmaptexture = NULL;
10274         rsurface.deluxemaptexture = NULL;
10275         rsurface.uselightmaptexture = false;
10276         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10277 }
10278
10279 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)
10280 {
10281         static msurface_t surface;
10282         const msurface_t *surfacelist = &surface;
10283
10284         // fake enough texture and surface state to render this geometry
10285         surface.texture = texture;
10286         surface.num_triangles = numtriangles;
10287         surface.num_firsttriangle = firsttriangle;
10288         surface.num_vertices = numvertices;
10289         surface.num_firstvertex = firstvertex;
10290
10291         // now render it
10292         rsurface.texture = R_GetCurrentTexture(surface.texture);
10293         rsurface.lightmaptexture = NULL;
10294         rsurface.deluxemaptexture = NULL;
10295         rsurface.uselightmaptexture = false;
10296         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10297 }